### 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)

}
		dirty_rendering_quadrant_list.clear();
		
		{
			int index = -(int64_t)0x80000000; 
			
			RBMap<Vector2, Ref<RenderingQuadrant>, RenderingQuadrant::CoordsWorldComparator> local_to_map;
			for (KeyValue<Vector2i, Ref<RenderingQuadrant>> &kv : rendering_quadrant_map) {
				Ref<RenderingQuadrant> &rendering_quadrant = kv.value;
				local_to_map[tile_map_node->map_to_local(rendering_quadrant->quadrant_coords)] = rendering_quadrant;
			}
			
			for (const KeyValue<Vector2, Ref<RenderingQuadrant>> &E : local_to_map) {
				for (const RID &ci : E.value->canvas_items) {
					RS::get_singleton()->canvas_item_set_draw_index(ci, index++);
				}
			}
		}
		
		if (dirty.flags[DIRTY_FLAGS_TILE_MAP_LIGHT_MASK] ||
				dirty.flags[DIRTY_FLAGS_TILE_MAP_USE_PARENT_MATERIAL] ||
				dirty.flags[DIRTY_FLAGS_TILE_MAP_MATERIAL] ||
				dirty.flags[DIRTY_FLAGS_TILE_MAP_TEXTURE_FILTER] ||
				dirty.flags[DIRTY_FLAGS_TILE_MAP_TEXTURE_REPEAT]) {
			for (KeyValue<Vector2i, Ref<RenderingQuadrant>> &kv : rendering_quadrant_map) {
				Ref<RenderingQuadrant> &rendering_quadrant = kv.value;
				for (const RID &ci : rendering_quadrant->canvas_items) {
					rs->canvas_item_set_light_mask(ci, tile_map_node->get_light_mask());
					rs->canvas_item_set_use_parent_material(ci, tile_map_node->get_use_parent_material() || tile_map_node->get_material().is_valid());
					rs->canvas_item_set_default_texture_filter(ci, RS::CanvasItemTextureFilter(tile_map_node->get_texture_filter_in_tree()));