### 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)

} break;
		case NOTIFICATION_TRANSFORM_CHANGED: {
			
			for (Ref<TileMapLayer> &layer : layers) {
				layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_XFORM);
			}
		} break;
		case TileMap::NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
			for (Ref<TileMapLayer> &layer : layers) {
				layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_LOCAL_XFORM);
			}
			
			bool in_editor = false;
#ifdef TOOLS_ENABLED
			in_editor = Engine::get_singleton()->is_editor_hint();
#endif
			
			if (is_inside_tree() && collision_animatable && !in_editor) {
				
				new_transform = get_global_transform();
				
				set_notify_local_transform(false);
				set_global_transform(last_valid_transform);
				_update_notify_local_transform();
			}
		} break;
	}
}
#ifndef DISABLE_DEPRECATED
void TileMap::force_update(int p_layer) {