### 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)

rs->canvas_item_set_sort_children_by_y(ci, y_sort_enabled);
		rs->canvas_item_set_use_parent_material(ci, tile_map_node->get_use_parent_material() || tile_map_node->get_material().is_valid());
		rs->canvas_item_set_z_index(ci, z_index);
		rs->canvas_item_set_default_texture_filter(ci, RS::CanvasItemTextureFilter(tile_map_node->get_texture_filter_in_tree()));
		rs->canvas_item_set_default_texture_repeat(ci, RS::CanvasItemTextureRepeat(tile_map_node->get_texture_repeat_in_tree()));
		rs->canvas_item_set_light_mask(ci, tile_map_node->get_light_mask());
		
		Color layer_modulate = modulate;
		int selected_layer = tile_map_node->get_selected_layer();
		if (selected_layer >= 0 && layer_index_in_tile_map_node != selected_layer) {
			int z_selected = tile_map_node->get_layer_z_index(selected_layer);
			if (z_index < z_selected || (z_index == z_selected && layer_index_in_tile_map_node < selected_layer)) {
				layer_modulate = layer_modulate.darkened(0.5);
			} else if (z_index > z_selected || (z_index == z_selected && layer_index_in_tile_map_node > selected_layer)) {
				layer_modulate = layer_modulate.darkened(0.5);
				layer_modulate.a *= 0.3;
			}
		}
		rs->canvas_item_set_modulate(ci, layer_modulate);
	}
	
	
	SelfList<RenderingQuadrant>::List dirty_rendering_quadrant_list;
	
	
	bool quandrant_shape_changed = dirty.flags[DIRTY_FLAGS_TILE_MAP_QUADRANT_SIZE] ||
			(tile_map_node->is_y_sort_enabled() && y_sort_enabled && (dirty.flags[DIRTY_FLAGS_LAYER_Y_SORT_ENABLED] || dirty.flags[DIRTY_FLAGS_LAYER_Y_SORT_ORIGIN] || dirty.flags[DIRTY_FLAGS_TILE_MAP_Y_SORT_ENABLED] || dirty.flags[DIRTY_FLAGS_TILE_MAP_LOCAL_XFORM] || dirty.flags[DIRTY_FLAGS_TILE_MAP_TILE_SET]));
	
	if (forced_cleanup || quandrant_shape_changed) {
		for (const KeyValue<Vector2i, Ref<RenderingQuadrant>> &kv : rendering_quadrant_map) {