### 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)

for (unsigned int i = 0; i < layers.size(); i++) {
		if (layers[i]->has_body_rid(p_physics_body)) {
			return i;
		}
	}
	ERR_FAIL_V_MSG(-1, vformat("No tiles for the given body RID %d.", p_physics_body.get_id()));
}
void TileMap::fix_invalid_tiles() {
	for (Ref<TileMapLayer> &layer : layers) {
		layer->fix_invalid_tiles();
	}
}
void TileMap::clear_layer(int p_layer) {
	TILEMAP_CALL_FOR_LAYER(p_layer, clear)
}
void TileMap::clear() {
	for (Ref<TileMapLayer> &layer : layers) {
		layer->clear();
	}
}
void TileMap::update_internals() {
	pending_update = true;
	_internal_update();
}
void TileMap::notify_runtime_tile_data_update(int p_layer) {