### 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)

if (is_valid) {
		
		Vector2 canvas_items_position;
		Vector2i quadrant_coords;
		if (tile_map_node->is_y_sort_enabled() && is_y_sort_enabled()) {
			canvas_items_position = Vector2(0, tile_map_node->map_to_local(r_cell_data.coords).y + tile_y_sort_origin + y_sort_origin);
			quadrant_coords = canvas_items_position * 100;
		} else {
			int quad_size = tile_map_node->get_rendering_quadrant_size();
			const Vector2i &coords = r_cell_data.coords;
			
			quadrant_coords = Vector2i(
					coords.x > 0 ? coords.x / quad_size : (coords.x - (quad_size - 1)) / quad_size,
					coords.y > 0 ? coords.y / quad_size : (coords.y - (quad_size - 1)) / quad_size);
			canvas_items_position = quad_size * quadrant_coords;
		}
		Ref<RenderingQuadrant> rendering_quadrant;
		if (rendering_quadrant_map.has(quadrant_coords)) {
			
			rendering_quadrant = rendering_quadrant_map[quadrant_coords];
		} else {
			
			rendering_quadrant.instantiate();
			rendering_quadrant->quadrant_coords = quadrant_coords;
			rendering_quadrant->canvas_items_position = canvas_items_position;
			rendering_quadrant_map[quadrant_coords] = rendering_quadrant;
		}
		
		if (r_cell_data.rendering_quadrant.is_valid()) {
			if (!r_cell_data.rendering_quadrant->dirty_quadrant_list_element.in_list()) {