### 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)

notify_runtime_tile_data_update(p_layer);
	update_internals();
}
#endif
void TileMap::queue_internal_update() {
	if (pending_update) {
		return;
	}
	pending_update = true;
	callable_mp(this, &TileMap::_internal_update).call_deferred();
}
void TileMap::_internal_update() {
	
	if (!pending_update) {
		return;
	}
	
	
	if (Engine::get_singleton()->is_editor_hint()) {
		polygon_cache.clear();
	}
	
	for (Ref<TileMapLayer> &layer : layers) {
		layer->internal_update();
	}
	pending_update = false;
}
void TileMap::set_tileset(const Ref<TileSet> &p_tileset) {