### 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)

break;
				case 3:
					output[base_cell_coords] = TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_CORNER;
					output[tile_map->get_neighbor_cell(base_cell_coords, TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE)] = TileSet::CELL_NEIGHBOR_LEFT_CORNER;
					output[tile_map->get_neighbor_cell(base_cell_coords, TileSet::CELL_NEIGHBOR_BOTTOM_SIDE)] = TileSet::CELL_NEIGHBOR_TOP_LEFT_CORNER;
					break;
				case 4:
					output[base_cell_coords] = TileSet::CELL_NEIGHBOR_BOTTOM_SIDE;
					output[tile_map->get_neighbor_cell(base_cell_coords, TileSet::CELL_NEIGHBOR_BOTTOM_SIDE)] = TileSet::CELL_NEIGHBOR_TOP_SIDE;
					break;
				case 5:
					output[base_cell_coords] = TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE;
					output[tile_map->get_neighbor_cell(base_cell_coords, TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE)] = TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE;
					break;
				default:
					ERR_FAIL_V(output);
			}
		}
	}
	return output;
}
TerrainConstraint::TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, int p_terrain) {
	tile_map = p_tile_map;
	Ref<TileSet> ts = tile_map->get_tileset();
	ERR_FAIL_COND(!ts.is_valid());
	bit = 0;
	base_cell_coords = p_position;
	terrain = p_terrain;
}
TerrainConstraint::TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, const TileSet::CellNeighbor &p_bit, int p_terrain) {