### 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)

Ref<PackedScene> packed_scene = scenes_collection_source->get_scene_tile_scene(c.alternative_tile);
				if (packed_scene.is_valid()) {
					Node *scene = packed_scene->instantiate();
					Control *scene_as_control = Object::cast_to<Control>(scene);
					Node2D *scene_as_node2d = Object::cast_to<Node2D>(scene);
					if (scene_as_control) {
						scene_as_control->set_position(tile_map_node->map_to_local(r_cell_data.coords) + scene_as_control->get_position());
					} else if (scene_as_node2d) {
						Transform2D xform;
						xform.set_origin(tile_map_node->map_to_local(r_cell_data.coords));
						scene_as_node2d->set_transform(xform * scene_as_node2d->get_transform());
					}
					tile_map_node->add_child(scene);
					r_cell_data.scene = scene->get_name();
				}
			}
		}
	}
}
#ifdef DEBUG_ENABLED
void TileMapLayer::_scenes_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data) {
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	ERR_FAIL_COND(!tile_set.is_valid());
	if (!Engine::get_singleton()->is_editor_hint()) {
		return;
	}
	
	RenderingServer *rs = RenderingServer::get_singleton();
	const TileMapCell &c = r_cell_data.cell;
	TileSetSource *source;