### Godot version

4.2 beta 2

### System information

Pop Os 22.04 lts 12th Gen Intel® Core™ i7-12700H × 20 NVIDIA RTX A2000 8GB 32.0  ram. Tested on Forward+ and Mobile

### Issue description

When painting a tile that is rotated or flipped, it looses its physics layer as demonstrated in this video:  

https://github.com/godotengine/godot/assets/33091666/c10f7325-838f-4112-b90d-0c3d9797d08f

Even though in the video I showed this only happening with one of the tiles, it happens with both of them as long as you rotate or flip it. 

### Steps to reproduce

1. Create a tilemap and a tileset
2. Create a physics layer and set collision_visibility_mode to force show. 
3. Assign just created physics layer to tiles
4. Paint the tiles and use rotate or flip tool. 

### Minimal reproduction project

[TileTest.zip](https://github.com/godotengine/godot/files/13067412/TileTest.zip)
return z_index;
}
void TileData::set_y_sort_origin(int p_y_sort_origin) {
	y_sort_origin = p_y_sort_origin;
	emit_signal(SNAME("changed"));
}
int TileData::get_y_sort_origin() const {
	return y_sort_origin;
}
void TileData::set_occluder(int p_layer_id, Ref<OccluderPolygon2D> p_occluder_polygon) {
	ERR_FAIL_INDEX(p_layer_id, occluders.size());
	occluders.write[p_layer_id] = p_occluder_polygon;
	emit_signal(SNAME("changed"));
}
Ref<OccluderPolygon2D> TileData::get_occluder(int p_layer_id) const {
	ERR_FAIL_INDEX_V(p_layer_id, occluders.size(), Ref<OccluderPolygon2D>());
	return occluders[p_layer_id];
}
void TileData::set_constant_linear_velocity(int p_layer_id, const Vector2 &p_velocity) {
	ERR_FAIL_INDEX(p_layer_id, physics.size());
	physics.write[p_layer_id].linear_velocity = p_velocity;
	emit_signal(SNAME("changed"));
}
Vector2 TileData::get_constant_linear_velocity(int p_layer_id) const {
	ERR_FAIL_INDEX_V(p_layer_id, physics.size(), Vector2());
	return physics[p_layer_id].linear_velocity;
}
void TileData::set_constant_angular_velocity(int p_layer_id, real_t p_velocity) {