### 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)

tile_map = p_tile_map;
	Ref<TileSet> ts = tile_map->get_tileset();
	ERR_FAIL_COND(!ts.is_valid());
	TileSet::TileShape shape = ts->get_tile_shape();
	if (shape == TileSet::TILE_SHAPE_SQUARE) {
		switch (p_bit) {
			case TileSet::CELL_NEIGHBOR_RIGHT_SIDE:
				bit = 1;
				base_cell_coords = p_position;
				break;
			case TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_CORNER:
				bit = 2;
				base_cell_coords = p_position;
				break;
			case TileSet::CELL_NEIGHBOR_BOTTOM_SIDE:
				bit = 3;
				base_cell_coords = p_position;
				break;
			case TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_CORNER:
				bit = 2;
				base_cell_coords = p_tile_map->get_neighbor_cell(p_position, TileSet::CELL_NEIGHBOR_LEFT_SIDE);
				break;
			case TileSet::CELL_NEIGHBOR_LEFT_SIDE:
				bit = 1;
				base_cell_coords = p_tile_map->get_neighbor_cell(p_position, TileSet::CELL_NEIGHBOR_LEFT_SIDE);
				break;
			case TileSet::CELL_NEIGHBOR_TOP_LEFT_CORNER:
				bit = 2;