### 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)

const TileData *tile_data;
					if (cell_data.runtime_tile_data_cache) {
						tile_data = cell_data.runtime_tile_data_cache;
					} else {
						tile_data = atlas_source->get_tile_data(cell_data.cell.get_atlas_coords(), cell_data.cell.alternative_tile);
					}
					Ref<Material> mat = tile_data->get_material();
					int tile_z_index = tile_data->get_z_index();
					
					
					RID ci;
					
					if (prev_ci == RID() || prev_material != mat || prev_z_index != tile_z_index) {
						
						ci = rs->canvas_item_create();
						if (mat.is_valid()) {
							rs->canvas_item_set_material(ci, mat->get_rid());
						}
						rs->canvas_item_set_parent(ci, canvas_item);
						rs->canvas_item_set_use_parent_material(ci, tile_map_node->get_use_parent_material() || tile_map_node->get_material().is_valid());
						Transform2D xform(0, rendering_quadrant->canvas_items_position);
						rs->canvas_item_set_transform(ci, xform);
						rs->canvas_item_set_light_mask(ci, tile_map_node->get_light_mask());
						rs->canvas_item_set_z_as_relative_to_parent(ci, true);
						rs->canvas_item_set_z_index(ci, tile_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()));
						rendering_quadrant->canvas_items.push_back(ci);
						prev_ci = ci;