### 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)

}
	HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_output = terrain_fill_path(vector_path, p_terrain_set, p_terrain, p_ignore_empty_terrains);
	for (const KeyValue<Vector2i, TileSet::TerrainsPattern> &kv : terrain_fill_output) {
		if (painted_set.has(kv.key)) {
			
			TileMapCell c = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, kv.value);
			set_cell(kv.key, c.source_id, c.get_atlas_coords(), c.alternative_tile);
		} else {
			
			TileSet::TerrainsPattern in_map_terrain_pattern = TileSet::TerrainsPattern(*tile_set, p_terrain_set);
			TileMapCell cell = get_cell(kv.key);
			if (cell.source_id != TileSet::INVALID_SOURCE) {
				TileSetSource *source = *tile_set->get_source(cell.source_id);
				TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
				if (atlas_source) {
					
					TileData *tile_data = atlas_source->get_tile_data(cell.get_atlas_coords(), cell.alternative_tile);
					if (tile_data && tile_data->get_terrain_set() == p_terrain_set) {
						in_map_terrain_pattern = tile_data->get_terrains_pattern();
					}
				}
			}
			if (in_map_terrain_pattern != kv.value) {
				TileMapCell c = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, kv.value);
				set_cell(kv.key, c.source_id, c.get_atlas_coords(), c.alternative_tile);
			}
		}
	}
}
TypedArray<Vector2i> TileMapLayer::get_used_cells() const {