### Godot version

v4.2.rc2.official [1ba920fad]

### System information

Godot v4.2.rc2 - macOS 14.1.1 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

Crash when trying to use "cell_quadrant_size".

The same project works without problems in 4.1.3

### Steps to reproduce

Open the attached project and run it, it'll crash. "Invalid get index"
![スクリーンショット 2023-11-27 16 35 07](https://github.com/godotengine/godot/assets/106015575/50d38ceb-0e6e-49bc-96dc-60abd1d2b6c0)

Here is what the same project looks like when launched from 4.1.3:
![image](https://github.com/godotengine/godot/assets/106015575/4e7e1f1a-ad5b-40ab-90ae-35130c803f09)

### Minimal reproduction project

[engage bug 03.zip](https://github.com/godotengine/godot/files/13471828/engage.bug.03.zip)

bodies_coords.erase(body);
						ps->free(body);
					}
				}
				r_cell_data.bodies.resize(tile_set->get_physics_layers_count());
				for (int tile_set_physics_layer = 0; tile_set_physics_layer < tile_set->get_physics_layers_count(); tile_set_physics_layer++) {
					Ref<PhysicsMaterial> physics_material = tile_set->get_physics_layer_physics_material(tile_set_physics_layer);
					uint32_t physics_layer = tile_set->get_physics_layer_collision_layer(tile_set_physics_layer);
					uint32_t physics_mask = tile_set->get_physics_layer_collision_mask(tile_set_physics_layer);
					RID body = r_cell_data.bodies[tile_set_physics_layer];
					if (tile_data->get_collision_polygons_count(tile_set_physics_layer) == 0) {
						
						if (body.is_valid()) {
							bodies_coords.erase(body);
							ps->free(body);
						}
						body = RID();
					} else {
						
						if (!body.is_valid()) {
							body = ps->body_create();
						}
						bodies_coords[body] = r_cell_data.coords;
						ps->body_set_mode(body, tile_map_node->is_collision_animatable() ? PhysicsServer2D::BODY_MODE_KINEMATIC : PhysicsServer2D::BODY_MODE_STATIC);
						ps->body_set_space(body, space);
						Transform2D xform;
						xform.set_origin(tile_map_node->map_to_local(r_cell_data.coords));
						xform = gl_transform * xform;
						ps->body_set_state(body, PhysicsServer2D::BODY_STATE_TRANSFORM, xform);
						ps->body_attach_object_instance_id(body, tile_map_node->get_instance_id());