### 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)

ERR_FAIL_INDEX(p_layer, (int)layers.size());
	ERR_FAIL_INDEX(p_to_pos, (int)layers.size() + 1);
	
	Ref<TileMapLayer> layer = layers[p_layer];
	layers.insert(p_to_pos, layer);
	layers.remove_at(p_to_pos < p_layer ? p_layer + 1 : p_layer);
	for (unsigned int i = 0; i < layers.size(); i++) {
		layers[i]->set_layer_index_in_tile_map_node(i);
	}
	queue_internal_update();
	notify_property_list_changed();
	if (selected_layer == p_layer) {
		selected_layer = p_to_pos < p_layer ? p_to_pos - 1 : p_to_pos;
	}
	emit_signal(CoreStringNames::get_singleton()->changed);
	update_configuration_warnings();
}
void TileMap::remove_layer(int p_layer) {