### 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 Vector2 *r = p_vertices.ptr();
	int size = p_vertices.size();
	PackedVector2Array new_points;
	new_points.resize(size);
	Vector2 *w = new_points.ptrw();
	bool flip_h = (p_alternative_id & TileSetAtlasSource::TRANSFORM_FLIP_H);
	bool flip_v = (p_alternative_id & TileSetAtlasSource::TRANSFORM_FLIP_V);
	bool transpose = (p_alternative_id & TileSetAtlasSource::TRANSFORM_TRANSPOSE);
	for (int i = 0; i < size; i++) {
		Vector2 v;
		if (transpose) {
			v = Vector2(r[i].y, r[i].x);
		} else {
			v = r[i];
		}
		if (flip_h) {
			v.x *= -1;
		}
		if (flip_v) {
			v.y *= -1;
		}
		w[i] = v;
	}
	return new_points;
}
bool TileMap::_set(const StringName &p_name, const Variant &p_value) {