### 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)

return tile_set;
}
void TileMap::set_rendering_quadrant_size(int p_size) {
	ERR_FAIL_COND_MSG(p_size < 1, "TileMapQuadrant size cannot be smaller than 1.");
	rendering_quadrant_size = p_size;
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_QUADRANT_SIZE);
	}
	emit_signal(CoreStringNames::get_singleton()->changed);
}
int TileMap::get_rendering_quadrant_size() const {
	return rendering_quadrant_size;
}
void TileMap::draw_tile(RID p_canvas_item, const Vector2 &p_position, const Ref<TileSet> p_tile_set, int p_atlas_source_id, const Vector2i &p_atlas_coords, int p_alternative_tile, int p_frame, Color p_modulation, const TileData *p_tile_data_override, real_t p_animation_offset) {
	ERR_FAIL_COND(!p_tile_set.is_valid());
	ERR_FAIL_COND(!p_tile_set->has_source(p_atlas_source_id));
	ERR_FAIL_COND(!p_tile_set->get_source(p_atlas_source_id)->has_tile(p_atlas_coords));
	ERR_FAIL_COND(!p_tile_set->get_source(p_atlas_source_id)->has_alternative_tile(p_atlas_coords, p_alternative_tile));
	TileSetSource *source = *p_tile_set->get_source(p_atlas_source_id);
	TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
	if (atlas_source) {
		
		if (p_frame >= 0) {
			ERR_FAIL_INDEX(p_frame, atlas_source->get_tile_animation_frames_count(p_atlas_coords));
		}