### 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)

p_list->push_back(PropertyInfo(Variant::INT, "format", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
	p_list->push_back(PropertyInfo(Variant::NIL, "Layers", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_GROUP));
#define MAKE_LAYER_PROPERTY(m_type, m_name, m_hint)                                                                                                                                                      \
	{                                                                                                                                                                                                    \
		const String property_name = vformat("layer_%d/" m_name, i);                                                                                                                                     \
		p_list->push_back(PropertyInfo(m_type, property_name, PROPERTY_HINT_NONE, m_hint, (get(property_name) == property_get_revert(property_name)) ? PROPERTY_USAGE_EDITOR : PROPERTY_USAGE_DEFAULT)); \
	}
	for (unsigned int i = 0; i < layers.size(); i++) {
		MAKE_LAYER_PROPERTY(Variant::STRING, "name", "");
		MAKE_LAYER_PROPERTY(Variant::BOOL, "enabled", "");
		MAKE_LAYER_PROPERTY(Variant::COLOR, "modulate", "");
		MAKE_LAYER_PROPERTY(Variant::BOOL, "y_sort_enabled", "");
		MAKE_LAYER_PROPERTY(Variant::INT, "y_sort_origin", "suffix:px");
		MAKE_LAYER_PROPERTY(Variant::INT, "z_index", "");
		MAKE_LAYER_PROPERTY(Variant::BOOL, "navigation_enabled", "");
		p_list->push_back(PropertyInfo(Variant::OBJECT, vformat("layer_%d/tile_data", i), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
	}
#undef MAKE_LAYER_PROPERTY
}
bool TileMap::_property_can_revert(const StringName &p_name) const {