### 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)

TypedArray<Vector2i> a;
	for (const KeyValue<Vector2i, CellData> &E : tile_map) {
		const TileMapCell &c = E.value.cell;
		if (c.source_id == TileSet::INVALID_SOURCE) {
			continue;
		}
		a.push_back(E.key);
	}
	return a;
}
TypedArray<Vector2i> TileMapLayer::get_used_cells_by_id(int p_source_id, const Vector2i p_atlas_coords, int p_alternative_tile) const {
	
	TypedArray<Vector2i> a;
	for (const KeyValue<Vector2i, CellData> &E : tile_map) {
		const TileMapCell &c = E.value.cell;
		if (c.source_id == TileSet::INVALID_SOURCE) {
			continue;
		}
		if ((p_source_id == TileSet::INVALID_SOURCE || p_source_id == c.source_id) &&
				(p_atlas_coords == TileSetSource::INVALID_ATLAS_COORDS || p_atlas_coords == c.get_atlas_coords()) &&
				(p_alternative_tile == TileSetSource::INVALID_TILE_ALTERNATIVE || p_alternative_tile == c.alternative_tile)) {
			a.push_back(E.key);
		}
	}
	return a;
}
Rect2i TileMapLayer::get_used_rect() const {