### 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)

bool show_navigation = false;
	switch (tile_map_node->get_navigation_visibility_mode()) {
		case TileMap::VISIBILITY_MODE_DEFAULT:
			show_navigation = !Engine::get_singleton()->is_editor_hint() && tile_map_node->get_tree()->is_debugging_navigation_hint();
			break;
		case TileMap::VISIBILITY_MODE_FORCE_HIDE:
			show_navigation = false;
			break;
		case TileMap::VISIBILITY_MODE_FORCE_SHOW:
			show_navigation = true;
			break;
	}
	if (!show_navigation) {
		return;
	}
	
	if (r_cell_data.navigation_regions.is_empty()) {
		return;
	}
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	RenderingServer *rs = RenderingServer::get_singleton();
	const NavigationServer2D *ns2d = NavigationServer2D::get_singleton();
	bool enabled_geometry_face_random_color = ns2d->get_debug_navigation_enable_geometry_face_random_color();
	bool enabled_edge_lines = ns2d->get_debug_navigation_enable_edge_lines();
	Color debug_face_color = ns2d->get_debug_navigation_geometry_face_color();
	Color debug_edge_color = ns2d->get_debug_navigation_geometry_edge_color();
	RandomPCG rand;