### 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)
const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	if (!tile_set.is_valid()) {
		return RBSet<TerrainConstraint>();
	}
	
	RBSet<TerrainConstraint> output;
	output.insert(TerrainConstraint(tile_map_node, p_position, p_terrains_pattern.get_terrain()));
	for (uint32_t i = 0; i < TileSet::CELL_NEIGHBOR_MAX; i++) {
		TileSet::CellNeighbor side = TileSet::CellNeighbor(i);
		if (tile_set->is_valid_terrain_peering_bit(p_terrain_set, side)) {
			TerrainConstraint c = TerrainConstraint(tile_map_node, p_position, side, p_terrains_pattern.get_terrain_peering_bit(side));
			output.insert(c);
		}
	}
	return output;
}
RBSet<TerrainConstraint> TileMapLayer::_get_terrain_constraints_from_painted_cells_list(const RBSet<Vector2i> &p_painted, int p_terrain_set, bool p_ignore_empty_terrains) const {