### Godot version

4.2 beta 2

### System information

Pop Os 22.04 lts 12th Gen Intel® Core™ i7-12700H × 20 NVIDIA RTX A2000 8GB 32.0  ram. Tested on Forward+ and Mobile

### Issue description

When painting a tile that is rotated or flipped, it looses its physics layer as demonstrated in this video:  

https://github.com/godotengine/godot/assets/33091666/c10f7325-838f-4112-b90d-0c3d9797d08f

Even though in the video I showed this only happening with one of the tiles, it happens with both of them as long as you rotate or flip it. 

### Steps to reproduce

1. Create a tilemap and a tileset
2. Create a physics layer and set collision_visibility_mode to force show. 
3. Assign just created physics layer to tiles
4. Paint the tiles and use rotate or flip tool. 

### Minimal reproduction project

[TileTest.zip](https://github.com/godotengine/godot/files/13067412/TileTest.zip)
text = vformat("%.2f", value);
				break;
			case Variant::VECTOR2:
			case Variant::VECTOR3:
			case Variant::VECTOR4:
				text = vformat("%.2v", value);
				break;
			default:
				text = value.stringify();
				break;
		}
		Color color = Color(1, 1, 1);
		if (p_selected) {
			Color grid_color = EDITOR_GET("editors/tiles_editor/grid_color");
			Color selection_color = Color().from_hsv(Math::fposmod(grid_color.get_h() + 0.5, 1.0), grid_color.get_s(), grid_color.get_v(), 1.0);
			selection_color.set_v(0.9);
			color = selection_color;
		} else if (is_visible_in_tree()) {
			Variant painted_value = _get_painted_value();
			bool equal = (painted_value.get_type() == Variant::FLOAT && value.get_type() == Variant::FLOAT) ? Math::is_equal_approx(float(painted_value), float(value)) : painted_value == value;
			if (equal) {
				color = Color(0.7, 0.7, 0.7);
			}
		}
		Vector2 string_size = font->get_string_size(text, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size);
		p_canvas_item->draw_string_outline(font, p_transform.xform(-texture_origin) + Vector2i(-string_size.x / 2, string_size.y / 4), text, HORIZONTAL_ALIGNMENT_CENTER, string_size.x, font_size, 3, Color(0, 0, 0));
		p_canvas_item->draw_string(font, p_transform.xform(-texture_origin) + Vector2i(-string_size.x / 2, string_size.y / 4), text, HORIZONTAL_ALIGNMENT_CENTER, string_size.x, font_size, color);
	}
}
void TileDataDefaultEditor::setup_property_editor(Variant::Type p_type, String p_property, String p_label, Variant p_default_value) {