### Godot version

4.2 beta 2

### System information

Pop Os 22.04 lts 12th Gen Intel® Core™ i7-12700H × 20 NVIDIA RTX A2000 8GB 32.0  ram. Tested on Forward+ and Mobile

### Issue description

When painting a tile that is rotated or flipped, it looses its physics layer as demonstrated in this video:  

https://github.com/godotengine/godot/assets/33091666/c10f7325-838f-4112-b90d-0c3d9797d08f

Even though in the video I showed this only happening with one of the tiles, it happens with both of them as long as you rotate or flip it. 

### Steps to reproduce

1. Create a tilemap and a tileset
2. Create a physics layer and set collision_visibility_mode to force show. 
3. Assign just created physics layer to tiles
4. Paint the tiles and use rotate or flip tool. 

### Minimal reproduction project

[TileTest.zip](https://github.com/godotengine/godot/files/13067412/TileTest.zip)
label = memnew(Label);
	label->set_text(TTR("Painting:"));
	label->set_theme_type_variation("HeaderSmall");
	add_child(label);
	
	picker_button = memnew(Button);
	picker_button->set_theme_type_variation("FlatButton");
	picker_button->set_toggle_mode(true);
	picker_button->set_shortcut(ED_SHORTCUT("tiles_editor/picker", TTR("Picker"), Key::P));
	toolbar->add_child(picker_button);
	
	dummy_object->add_dummy_property("terrain_set");
	dummy_object->set("terrain_set", -1);
	dummy_object->add_dummy_property("terrain");
	dummy_object->set("terrain", -1);
	
	terrain_set_property_editor = memnew(EditorPropertyEnum);
	terrain_set_property_editor->set_object_and_property(dummy_object, "terrain_set");
	terrain_set_property_editor->set_label("Terrain Set");
	terrain_set_property_editor->connect("property_changed", callable_mp(this, &TileDataTerrainsEditor::_property_value_changed).unbind(1));
	terrain_set_property_editor->set_tooltip_text(terrain_set_property_editor->get_edited_property());
	add_child(terrain_set_property_editor);
	terrain_property_editor = memnew(EditorPropertyEnum);
	terrain_property_editor->set_object_and_property(dummy_object, "terrain");
	terrain_property_editor->set_label("Terrain");
	terrain_property_editor->connect("property_changed", callable_mp(this, &TileDataTerrainsEditor::_property_value_changed).unbind(1));
	add_child(terrain_property_editor);
}
TileDataTerrainsEditor::~TileDataTerrainsEditor() {