### 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 Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	if (!tile_set.is_valid()) {
		return RBSet<TerrainConstraint>();
	}
	
	RBSet<TerrainConstraint> output;
	output.insert(TerrainConstraint(tile_map_node, p_position, p_terrains_pattern.get_terrain()));
	for (uint32_t i = 0; i < TileSet::CELL_NEIGHBOR_MAX; i++) {
		TileSet::CellNeighbor side = TileSet::CellNeighbor(i);
		if (tile_set->is_valid_terrain_peering_bit(p_terrain_set, side)) {
			TerrainConstraint c = TerrainConstraint(tile_map_node, p_position, side, p_terrains_pattern.get_terrain_peering_bit(side));
			output.insert(c);
		}
	}
	return output;
}
RBSet<TerrainConstraint> TileMapLayer::_get_terrain_constraints_from_painted_cells_list(const RBSet<Vector2i> &p_painted, int p_terrain_set, bool p_ignore_empty_terrains) const {