### 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)

}
					
					r_cell_data.bodies[tile_set_physics_layer] = body;
				}
				return;
			}
		}
	}
	
	_physics_clear_cell(r_cell_data);
}
#ifdef DEBUG_ENABLED
void TileMapLayer::_physics_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data) {
	
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	ERR_FAIL_COND(!tile_set.is_valid());
	if (!tile_map_node->get_tree()) {
		return;
	}
	bool show_collision = false;
	switch (tile_map_node->get_collision_visibility_mode()) {
		case TileMap::VISIBILITY_MODE_DEFAULT:
			show_collision = !Engine::get_singleton()->is_editor_hint() && tile_map_node->get_tree()->is_debugging_collisions_hint();
			break;
		case TileMap::VISIBILITY_MODE_FORCE_HIDE:
			show_collision = false;
			break;
		case TileMap::VISIBILITY_MODE_FORCE_SHOW:
			show_collision = true;
			break;