### 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)

ERR_FAIL_INDEX(polygon[j], navigation_polygon_vertices.size());
								debug_polygon_vertices.write[j] = navigation_polygon_vertices[polygon[j]];
							}
							
							Color random_variation_color = debug_face_color;
							if (enabled_geometry_face_random_color) {
								random_variation_color.set_hsv(
										debug_face_color.get_h() + rand.random(-1.0, 1.0) * 0.1,
										debug_face_color.get_s(),
										debug_face_color.get_v() + rand.random(-1.0, 1.0) * 0.2);
							}
							random_variation_color.a = debug_face_color.a;
							Vector<Color> debug_face_colors;
							debug_face_colors.push_back(random_variation_color);
							rs->canvas_item_add_polygon(p_canvas_item, debug_polygon_vertices, debug_face_colors);
							if (enabled_edge_lines) {
								Vector<Color> debug_edge_colors;
								debug_edge_colors.push_back(debug_edge_color);
								debug_polygon_vertices.push_back(debug_polygon_vertices[0]); 
								rs->canvas_item_add_polyline(p_canvas_item, debug_polygon_vertices, debug_edge_colors);
							}
						}
					}
				}
			}
		}
	}
}
#endif 
void TileMapLayer::_scenes_update() {