### 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)

const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	RenderingServer *rs = RenderingServer::get_singleton();
	
	bool forced_cleanup = in_destructor || !enabled || !tile_map_node->is_inside_tree() || !tile_set.is_valid() || !tile_map_node->is_visible_in_tree();
	if (forced_cleanup) {
		for (KeyValue<Vector2i, Ref<DebugQuadrant>> &kv : debug_quadrant_map) {
			
			Ref<DebugQuadrant> &debug_quadrant = kv.value;
			if (debug_quadrant->canvas_item.is_valid()) {
				rs->free(debug_quadrant->canvas_item);
			}
		}
		debug_quadrant_map.clear();
		_debug_was_cleaned_up = true;
		return;
	}
	
	bool anything_changed = false;
	for (int i = 0; i < DIRTY_FLAGS_MAX; i++) {
		if (dirty.flags[i]) {
			anything_changed = true;
			break;
		}
	}
	
	SelfList<DebugQuadrant>::List dirty_debug_quadrant_list;
	if (_debug_was_cleaned_up || anything_changed) {