### 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)

ERR_FAIL_COND_V(!tile_set.is_valid(), false);
	TileSet::TileShape shape = tile_set->get_tile_shape();
	if (shape == TileSet::TILE_SHAPE_SQUARE) {
		return p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_SIDE ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_CORNER ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_SIDE ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_CORNER ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_SIDE ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_CORNER ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_SIDE ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_CORNER;
	} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC) {
		return p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_CORNER ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_CORNER ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_CORNER ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_CORNER ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE;
	} else {
		if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
			return p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_SIDE ||
					p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE ||
					p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE ||
					p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_SIDE ||
					p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE ||
					p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE;
		} else {
			return p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE ||