### 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)

if (used_rect_cache_dirty) {
		used_rect_cache = Rect2i();
		bool first = true;
		for (const KeyValue<Vector2i, CellData> &E : tile_map) {
			const TileMapCell &c = E.value.cell;
			if (c.source_id == TileSet::INVALID_SOURCE) {
				continue;
			}
			if (first) {
				used_rect_cache = Rect2i(E.key.x, E.key.y, 0, 0);
				first = false;
			} else {
				used_rect_cache.expand_to(E.key);
			}
		}
		if (!first) {
			
			
			used_rect_cache.size += Vector2i(1, 1);
		}
		used_rect_cache_dirty = false;
	}
	return used_rect_cache;
}
void TileMapLayer::set_name(String p_name) {