### 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)
RID &occluder = r_cell_data.occluders[occlusion_layer_index];
					if (occluder_polygon.is_valid()) {
						
						Transform2D xform;
						xform.set_origin(tile_map_node->map_to_local(r_cell_data.coords));
						if (!occluder.is_valid()) {
							occluder = rs->canvas_light_occluder_create();
						}
						rs->canvas_light_occluder_set_enabled(occluder, node_visible);
						rs->canvas_light_occluder_set_transform(occluder, tile_map_node->get_global_transform() * xform);
						rs->canvas_light_occluder_set_polygon(occluder, tile_map_node->get_transformed_polygon(Ref<Resource>(tile_data->get_occluder(occlusion_layer_index)), r_cell_data.cell.alternative_tile)->get_rid());
						rs->canvas_light_occluder_attach_to_canvas(occluder, tile_map_node->get_canvas());
						rs->canvas_light_occluder_set_light_mask(occluder, tile_set->get_occlusion_layer_light_mask(occlusion_layer_index));
					} else {
						
						if (occluder.is_valid()) {
							rs->free(occluder);
							occluder = RID();
						}
					}
				}
				return;
			}
		}
	}
	
	_rendering_occluders_clear_cell(r_cell_data);
}
#ifdef DEBUG_ENABLED
void TileMapLayer::_rendering_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data) {