### 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)

if (navigation_polygon.is_valid() && (navigation_polygon->get_polygon_count() > 0 || navigation_polygon->get_outline_count() > 0)) {
						
						Transform2D tile_transform;
						tile_transform.set_origin(tile_map_node->map_to_local(r_cell_data.coords));
						if (!region.is_valid()) {
							region = ns->region_create();
						}
						ns->region_set_owner_id(region, tile_map_node->get_instance_id());
						ns->region_set_map(region, navigation_map);
						ns->region_set_transform(region, tilemap_xform * tile_transform);
						ns->region_set_navigation_layers(region, tile_set->get_navigation_layer_layers(navigation_layer_index));
						ns->region_set_navigation_polygon(region, navigation_polygon);
					} else {
						
						if (region.is_valid()) {
							ns->region_set_map(region, RID());
							ns->free(region);
							region = RID();
						}
					}
				}
				return;
			}
		}
	}
	
	_navigation_clear_cell(r_cell_data);
}
#ifdef DEBUG_ENABLED
void TileMapLayer::_navigation_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data) {