### 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)

bool has_a_tile = false;
			for (SelfList<CellData> *cell_data_list_element = rendering_quadrant->cells.first(); cell_data_list_element; cell_data_list_element = cell_data_list_element->next()) {
				CellData &cell_data = *cell_data_list_element->self();
				if (cell_data.cell.source_id != TileSet::INVALID_SOURCE) {
					has_a_tile = true;
					break;
				}
			}
			if (has_a_tile) {
				
				
				for (RID &ci : rendering_quadrant->canvas_items) {
					rs->free(ci);
				}
				rendering_quadrant->canvas_items.clear();
				
				if (tile_map_node->is_y_sort_enabled() && is_y_sort_enabled()) {
					
					rendering_quadrant->cells.sort_custom<CellDataYSortedComparator>();
				} else {
					rendering_quadrant->cells.sort();
				}
				
				Ref<Material> prev_material;
				int prev_z_index = 0;
				RID prev_ci;
				for (SelfList<CellData> *cell_data_quadrant_list_element = rendering_quadrant->cells.first(); cell_data_quadrant_list_element; cell_data_quadrant_list_element = cell_data_quadrant_list_element->next()) {
					CellData &cell_data = *cell_data_quadrant_list_element->self();
					TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(*tile_set->get_source(cell_data.cell.source_id));