### 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)

} else if (in_top_right_triangle) {
						ret += Vector2i(1, -1);
					}
					break;
				case TileSet::TILE_LAYOUT_DIAMOND_RIGHT:
					ret = Vector2(ret.x - ret.y / 2, ret.y / 2 + ret.x).floor();
					if (in_top_left_triangle) {
						ret += Vector2i(0, -1);
					} else if (in_top_right_triangle) {
						ret += Vector2i(1, 0);
					}
					break;
				case TileSet::TILE_LAYOUT_DIAMOND_DOWN:
					ret = Vector2(ret.x + ret.y / 2, ret.y / 2 - ret.x).floor();
					if (in_top_left_triangle) {
						ret += Vector2i(-1, 0);
					} else if (in_top_right_triangle) {
						ret += Vector2i(0, -1);
					}
					break;
			}
		} else { 
			
			Vector2 raw_pos = ret;
			if (Math::posmod(Math::floor(ret.x), 2) ^ (tile_layout == TileSet::TILE_LAYOUT_STACKED_OFFSET)) {
				ret = Vector2(Math::floor(ret.x), Math::floor(ret.y + 0.5) - 0.5);
			} else {
				ret = ret.floor();
			}