### 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)

Vector2i quadrant_coords = _coords_to_debug_quadrant_coords(r_cell_data.coords);
	if (!debug_quadrant_map.has(quadrant_coords)) {
		
		Ref<DebugQuadrant> new_quadrant;
		new_quadrant.instantiate();
		new_quadrant->quadrant_coords = quadrant_coords;
		debug_quadrant_map[quadrant_coords] = new_quadrant;
	}
	
	Ref<DebugQuadrant> &debug_quadrant = debug_quadrant_map[quadrant_coords];
	if (!r_cell_data.debug_quadrant_list_element.in_list()) {
		debug_quadrant->cells.add(&r_cell_data.debug_quadrant_list_element);
	}
	
	if (!debug_quadrant->dirty_quadrant_list_element.in_list()) {
		r_dirty_debug_quadrant_list.add(&debug_quadrant->dirty_quadrant_list_element);
	}
}
#endif 
void TileMapLayer::_rendering_update() {