### 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)

HashMap<Vector2i, TileSet::TerrainsPattern> err_value;
	TILEMAP_CALL_FOR_LAYER_V(p_layer, err_value, terrain_fill_connect, p_coords_array, p_terrain_set, p_terrain, p_ignore_empty_terrains);
}
HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_path(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains) {
	HashMap<Vector2i, TileSet::TerrainsPattern> err_value;
	TILEMAP_CALL_FOR_LAYER_V(p_layer, err_value, terrain_fill_path, p_coords_array, p_terrain_set, p_terrain, p_ignore_empty_terrains);
}
HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_pattern(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern, bool p_ignore_empty_terrains) {
	HashMap<Vector2i, TileSet::TerrainsPattern> err_value;
	TILEMAP_CALL_FOR_LAYER_V(p_layer, err_value, terrain_fill_pattern, p_coords_array, p_terrain_set, p_terrains_pattern, p_ignore_empty_terrains);
}
void TileMap::set_cells_terrain_connect(int p_layer, TypedArray<Vector2i> p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains) {
	TILEMAP_CALL_FOR_LAYER(p_layer, set_cells_terrain_connect, p_cells, p_terrain_set, p_terrain, p_ignore_empty_terrains);
}
void TileMap::set_cells_terrain_path(int p_layer, TypedArray<Vector2i> p_path, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains) {
	TILEMAP_CALL_FOR_LAYER(p_layer, set_cells_terrain_path, p_path, p_terrain_set, p_terrain, p_ignore_empty_terrains);
}
TileMapCell TileMap::get_cell(int p_layer, const Vector2i &p_coords, bool p_use_proxies) const {
	TILEMAP_CALL_FOR_LAYER_V(p_layer, TileMapCell(), get_cell, p_coords, p_use_proxies);
}
Vector2i TileMap::get_coords_for_body_rid(RID p_physics_body) {
	for (const Ref<TileMapLayer> &layer : layers) {
		if (layer->has_body_rid(p_physics_body)) {
			return layer->get_coords_for_body_rid(p_physics_body);
		}
	}
	ERR_FAIL_V_MSG(Vector2i(), vformat("No tiles for the given body RID %d.", p_physics_body.get_id()));
}
int TileMap::get_layer_for_body_rid(RID p_physics_body) {