### 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)

r_ret = get_layer_name(index);
			return true;
		} else if (components[1] == "enabled") {
			r_ret = is_layer_enabled(index);
			return true;
		} else if (components[1] == "modulate") {
			r_ret = get_layer_modulate(index);
			return true;
		} else if (components[1] == "y_sort_enabled") {
			r_ret = is_layer_y_sort_enabled(index);
			return true;
		} else if (components[1] == "y_sort_origin") {
			r_ret = get_layer_y_sort_origin(index);
			return true;
		} else if (components[1] == "z_index") {
			r_ret = get_layer_z_index(index);
			return true;
		} else if (components[1] == "navigation_enabled") {
			r_ret = is_layer_navigation_enabled(index);
			return true;
		} else if (components[1] == "tile_data") {
			r_ret = layers[index]->get_tile_data();
			return true;
		} else {
			return false;
		}
	}
	return false;
}
void TileMap::_get_property_list(List<PropertyInfo> *p_list) const {