### 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)

ps->body_set_collision_layer(body, physics_layer);
						ps->body_set_collision_mask(body, physics_mask);
						ps->body_set_pickable(body, false);
						ps->body_set_state(body, PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, tile_data->get_constant_linear_velocity(tile_set_physics_layer));
						ps->body_set_state(body, PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, tile_data->get_constant_angular_velocity(tile_set_physics_layer));
						if (!physics_material.is_valid()) {
							ps->body_set_param(body, PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
							ps->body_set_param(body, PhysicsServer2D::BODY_PARAM_FRICTION, 1);
						} else {
							ps->body_set_param(body, PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material->computed_bounce());
							ps->body_set_param(body, PhysicsServer2D::BODY_PARAM_FRICTION, physics_material->computed_friction());
						}
						
						ps->body_clear_shapes(body);
						
						int body_shape_index = 0;
						for (int polygon_index = 0; polygon_index < tile_data->get_collision_polygons_count(tile_set_physics_layer); polygon_index++) {
							
							bool one_way_collision = tile_data->is_collision_polygon_one_way(tile_set_physics_layer, polygon_index);
							float one_way_collision_margin = tile_data->get_collision_polygon_one_way_margin(tile_set_physics_layer, polygon_index);
							int shapes_count = tile_data->get_collision_polygon_shapes_count(tile_set_physics_layer, polygon_index);
							for (int shape_index = 0; shape_index < shapes_count; shape_index++) {
								
								Ref<ConvexPolygonShape2D> shape = tile_data->get_collision_polygon_shape(tile_set_physics_layer, polygon_index, shape_index);
								shape = tile_map_node->get_transformed_polygon(Ref<Resource>(shape), c.alternative_tile);
								ps->body_add_shape(body, shape->get_rid());
								ps->body_set_shape_as_one_way_collision(body, body_shape_index, one_way_collision, one_way_collision_margin);
								body_shape_index++;
							}
						}