### Godot version

v4.2.stable.official [46dc27791]

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 630 (Intel Corporation; 31.0.101.2111) - Intel(R) Core(TM) i5-7400 CPU @ 3.00GHz (4 Threads)

### Issue description

I have a tileset that disables its visibility during it's `_ready()` function. The tileset is made up of scene tiles. I didn't have a problem with this until recently I discovered my player goes right through the tiles unless they're visible. This didn't happen before, it could be something to do with the 4.2 update.

### Steps to reproduce

In my minimal reproduction project I removed the script that disables the tileset's visibility.

- Run the game with the tileset visible and use wasd keys to move downward. The tileset should block the player (it's using `move_and_slide()`).
- Run the game with the tileset non-visible and use wasd keys to move downward. The tileset isn't block the player.

### Minimal reproduction project

[Bug Demo.zip](https://github.com/godotengine/godot/files/13531278/Bug.Demo.zip)

Ref<Texture2D> tex = atlas_source->get_runtime_texture();
		if (!tex.is_valid()) {
			return;
		}
		
		Vector2i grid_size = atlas_source->get_atlas_grid_size();
		if (p_atlas_coords.x >= grid_size.x || p_atlas_coords.y >= grid_size.y) {
			return;
		}
		
		const TileData *tile_data = p_tile_data_override ? p_tile_data_override : atlas_source->get_tile_data(p_atlas_coords, p_alternative_tile);
		
		Color modulate = tile_data->get_modulate() * p_modulation;
		
		Vector2 tile_offset = tile_data->get_texture_origin();
		
		Rect2 dest_rect;
		dest_rect.size = atlas_source->get_runtime_tile_texture_region(p_atlas_coords).size;
		dest_rect.size.x += FP_ADJUST;
		dest_rect.size.y += FP_ADJUST;
		bool transpose = tile_data->get_transpose() ^ bool(p_alternative_tile & TileSetAtlasSource::TRANSFORM_TRANSPOSE);
		if (transpose) {
			dest_rect.position = (p_position - Vector2(dest_rect.size.y, dest_rect.size.x) / 2 - tile_offset);
		} else {
			dest_rect.position = (p_position - dest_rect.size / 2 - tile_offset);
		}
		if (tile_data->get_flip_h() ^ bool(p_alternative_tile & TileSetAtlasSource::TRANSFORM_FLIP_H)) {
			dest_rect.size.x = -dest_rect.size.x;
		}