### 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)
}
		}
		terrain_bits_meshes_dirty = false;
	}
	int terrain_set = p_tile_data->get_terrain_set();
	if (terrain_set < 0) {
		return;
	}
	TileSet::TerrainMode terrain_mode = get_terrain_set_mode(terrain_set);
	RenderingServer::get_singleton()->canvas_item_add_set_transform(p_canvas_item->get_canvas_item(), p_transform);
	int terrain_id = p_tile_data->get_terrain();
	if (terrain_id >= 0) {
		Color color = get_terrain_color(terrain_set, terrain_id);
		color.a = TERRAIN_ALPHA;
		p_canvas_item->draw_mesh(terrain_meshes[terrain_mode], Ref<Texture2D>(), Transform2D(), color);
	}
	for (int i = 0; i < TileSet::CELL_NEIGHBOR_MAX; i++) {
		CellNeighbor bit = CellNeighbor(i);
		if (is_valid_terrain_peering_bit(terrain_set, bit)) {
			terrain_id = p_tile_data->get_terrain_peering_bit(bit);
			if (terrain_id >= 0) {
				Color color = get_terrain_color(terrain_set, terrain_id);
				color.a = TERRAIN_ALPHA;
				p_canvas_item->draw_mesh(terrain_peering_bits_meshes[terrain_mode][bit], Ref<Texture2D>(), Transform2D(), color);
			}
		}
	}
	RenderingServer::get_singleton()->canvas_item_add_set_transform(p_canvas_item->get_canvas_item(), Transform2D());
}
Vector<Vector<Ref<Texture2D>>> TileSet::generate_terrains_icons(Size2i p_size) {