### 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)

if (!tile_set.is_valid()) {
		return;
	}
	
	Vector2i tile_size = tile_set->get_tile_size();
	Vector<Vector2> polygon = tile_set->get_tile_shape_polygon();
	TileSet::TileShape shape = tile_set->get_tile_shape();
	for (const Vector2i &E : p_cells) {
		Vector2 center = map_to_local(E);
#define DRAW_SIDE_IF_NEEDED(side, polygon_index_from, polygon_index_to)                     \
	if (!p_cells.has(get_neighbor_cell(E, side))) {                                         \
		Vector2 from = p_transform.xform(center + polygon[polygon_index_from] * tile_size); \
		Vector2 to = p_transform.xform(center + polygon[polygon_index_to] * tile_size);     \
		p_control->draw_line(from, to, p_color);                                            \
	}
		if (shape == TileSet::TILE_SHAPE_SQUARE) {
			DRAW_SIDE_IF_NEEDED(TileSet::CELL_NEIGHBOR_RIGHT_SIDE, 1, 2);
			DRAW_SIDE_IF_NEEDED(TileSet::CELL_NEIGHBOR_BOTTOM_SIDE, 2, 3);
			DRAW_SIDE_IF_NEEDED(TileSet::CELL_NEIGHBOR_LEFT_SIDE, 3, 0);
			DRAW_SIDE_IF_NEEDED(TileSet::CELL_NEIGHBOR_TOP_SIDE, 0, 1);
		} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC) {
			DRAW_SIDE_IF_NEEDED(TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE, 2, 3);
			DRAW_SIDE_IF_NEEDED(TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE, 1, 2);
			DRAW_SIDE_IF_NEEDED(TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE, 0, 1);
			DRAW_SIDE_IF_NEEDED(TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE, 3, 0);
		} else {
			if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
				DRAW_SIDE_IF_NEEDED(TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE, 3, 4);
				DRAW_SIDE_IF_NEEDED(TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE, 2, 3);
				DRAW_SIDE_IF_NEEDED(TileSet::CELL_NEIGHBOR_LEFT_SIDE, 1, 2);