### 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_NULL(NavigationServer2D::get_singleton());
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	NavigationServer2D *ns = NavigationServer2D::get_singleton();
	
	bool forced_cleanup = in_destructor || !enabled || !navigation_enabled || !tile_map_node->is_inside_tree() || !tile_set.is_valid();
	
	if (forced_cleanup) {
		if (navigation_map.is_valid() && !uses_world_navigation_map) {
			ns->free(navigation_map);
			navigation_map = RID();
		}
	} else {
		
		if (!navigation_map.is_valid()) {
			if (layer_index_in_tile_map_node == 0) {
				
				navigation_map = tile_map_node->get_world_2d()->get_navigation_map();
				uses_world_navigation_map = true;
			} else {
				RID new_layer_map = ns->map_create();
				
				ns->map_set_cell_size(new_layer_map, 1.0);
				ns->map_set_active(new_layer_map, true);