### 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)

for (KeyValue<Vector2i, CellData> &kv : tile_map) {
			CellData &cell_data = kv.value;
			_debug_quadrants_update_cell(cell_data, dirty_debug_quadrant_list);
		}
	} else {
		
		for (SelfList<CellData> *cell_data_list_element = dirty.cell_list.first(); cell_data_list_element; cell_data_list_element = cell_data_list_element->next()) {
			CellData &cell_data = *cell_data_list_element->self();
			_debug_quadrants_update_cell(cell_data, dirty_debug_quadrant_list);
		}
	}
	
	for (SelfList<DebugQuadrant> *quadrant_list_element = dirty_debug_quadrant_list.first(); quadrant_list_element;) {
		SelfList<DebugQuadrant> *next_quadrant_list_element = quadrant_list_element->next(); 
		DebugQuadrant &debug_quadrant = *quadrant_list_element->self();
		
		bool has_a_tile = false;
		RID &ci = debug_quadrant.canvas_item;
		for (SelfList<CellData> *cell_data_list_element = debug_quadrant.cells.first(); cell_data_list_element; cell_data_list_element = cell_data_list_element->next()) {
			CellData &cell_data = *cell_data_list_element->self();
			if (cell_data.cell.source_id != TileSet::INVALID_SOURCE) {
				has_a_tile = true;
				break;
			}
		}
		if (has_a_tile) {
			
			if (ci.is_valid()) {
				rs->canvas_item_clear(ci);
			} else {