### 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 (p_what == DIRTY_FLAGS_TILE_MAP_LOCAL_XFORM) {
		
		if (tile_map_node->is_inside_tree() && tile_map_node->is_collision_animatable() && !in_editor) {
			for (KeyValue<Vector2i, CellData> &kv : tile_map) {
				const CellData &cell_data = kv.value;
				for (RID body : cell_data.bodies) {
					if (body.is_valid()) {
						Transform2D xform(0, tile_map_node->map_to_local(bodies_coords[body]));
						xform = gl_transform * xform;
						ps->body_set_state(body, PhysicsServer2D::BODY_STATE_TRANSFORM, xform);
					}
				}
			}
		}
	} else if (p_what == DIRTY_FLAGS_TILE_MAP_IN_TREE) {
		
		if (tile_map_node->is_inside_tree()) {
			RID space = tile_map_node->get_world_2d()->get_space();
			for (KeyValue<Vector2i, CellData> &kv : tile_map) {
				const CellData &cell_data = kv.value;
				for (RID body : cell_data.bodies) {
					if (body.is_valid()) {
						ps->body_set_space(body, space);
					}
				}
			}
		}
	}
}
void TileMapLayer::_physics_clear_cell(CellData &r_cell_data) {