### 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)

const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	ERR_FAIL_COND(tile_set.is_null());
	ERR_FAIL_COND(p_pattern.is_null());
	TypedArray<Vector2i> used_cells = p_pattern->get_used_cells();
	for (int i = 0; i < used_cells.size(); i++) {
		Vector2i coords = tile_map_node->map_pattern(p_position, used_cells[i], p_pattern);
		set_cell(coords, p_pattern->get_cell_source_id(used_cells[i]), p_pattern->get_cell_atlas_coords(used_cells[i]), p_pattern->get_cell_alternative_tile(used_cells[i]));
	}
}
void TileMapLayer::set_cells_terrain_connect(TypedArray<Vector2i> p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains) {
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	ERR_FAIL_COND(!tile_set.is_valid());
	ERR_FAIL_INDEX(p_terrain_set, tile_set->get_terrain_sets_count());
	Vector<Vector2i> cells_vector;
	HashSet<Vector2i> painted_set;
	for (int i = 0; i < p_cells.size(); i++) {
		cells_vector.push_back(p_cells[i]);
		painted_set.insert(p_cells[i]);
	}
	HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_output = terrain_fill_connect(cells_vector, p_terrain_set, p_terrain, p_ignore_empty_terrains);
	for (const KeyValue<Vector2i, TileSet::TerrainsPattern> &kv : terrain_fill_output) {
		if (painted_set.has(kv.key)) {
			
			TileMapCell c = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, kv.value);
			set_cell(kv.key, c.source_id, c.get_atlas_coords(), c.alternative_tile);
		} else {