### Godot version

4.2 beta 2

### System information

Pop Os 22.04 lts 12th Gen Intel® Core™ i7-12700H × 20 NVIDIA RTX A2000 8GB 32.0  ram. Tested on Forward+ and Mobile

### Issue description

When painting a tile that is rotated or flipped, it looses its physics layer as demonstrated in this video:  

https://github.com/godotengine/godot/assets/33091666/c10f7325-838f-4112-b90d-0c3d9797d08f

Even though in the video I showed this only happening with one of the tiles, it happens with both of them as long as you rotate or flip it. 

### Steps to reproduce

1. Create a tilemap and a tileset
2. Create a physics layer and set collision_visibility_mode to force show. 
3. Assign just created physics layer to tiles
4. Paint the tiles and use rotate or flip tool. 

### Minimal reproduction project

[TileTest.zip](https://github.com/godotengine/godot/files/13067412/TileTest.zip)
Vector2i quadrant_coords = _coords_to_debug_quadrant_coords(r_cell_data.coords);
	if (!debug_quadrant_map.has(quadrant_coords)) {
		
		Ref<DebugQuadrant> new_quadrant;
		new_quadrant.instantiate();
		new_quadrant->quadrant_coords = quadrant_coords;
		debug_quadrant_map[quadrant_coords] = new_quadrant;
	}
	
	Ref<DebugQuadrant> &debug_quadrant = debug_quadrant_map[quadrant_coords];
	if (!r_cell_data.debug_quadrant_list_element.in_list()) {
		debug_quadrant->cells.add(&r_cell_data.debug_quadrant_list_element);
	}
	
	if (!debug_quadrant->dirty_quadrant_list_element.in_list()) {
		r_dirty_debug_quadrant_list.add(&debug_quadrant->dirty_quadrant_list_element);
	}
}
#endif 
void TileMapLayer::_rendering_update() {