### 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)

source = *tile_set->get_source(c.source_id);
		if (source->has_tile(c.get_atlas_coords()) && source->has_alternative_tile(c.get_atlas_coords(), c.alternative_tile)) {
			TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
			if (atlas_source) {
				Vector2i grid_size = atlas_source->get_atlas_grid_size();
				if (!atlas_source->get_runtime_texture().is_valid() || c.get_atlas_coords().x >= grid_size.x || c.get_atlas_coords().y >= grid_size.y) {
					
					Array to_hash;
					to_hash.push_back(c.source_id);
					to_hash.push_back(c.get_atlas_coords());
					to_hash.push_back(c.alternative_tile);
					uint32_t hash = RandomPCG(to_hash.hash()).rand();
					Color color;
					color = color.from_hsv(
							(float)((hash >> 24) & 0xFF) / 256.0,
							Math::lerp(0.5, 1.0, (float)((hash >> 16) & 0xFF) / 256.0),
							Math::lerp(0.5, 1.0, (float)((hash >> 8) & 0xFF) / 256.0),
							0.8);
					
					Transform2D cell_to_quadrant;
					cell_to_quadrant.set_origin(tile_map_node->map_to_local(r_cell_data.coords) - p_quadrant_pos);
					rs->canvas_item_add_set_transform(p_canvas_item, cell_to_quadrant);
					rs->canvas_item_add_circle(p_canvas_item, Vector2(), MIN(tile_set->get_tile_size().x, tile_set->get_tile_size().y) / 4.0, color);
				}
			}
		}
	}
}
#endif 
void TileMapLayer::_physics_update() {