### 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_V(p_coords);
		}
	} else { 
		switch (tile_set->get_tile_layout()) {
			case TileSet::TILE_LAYOUT_STACKED: {
				if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
					bool is_offset = p_coords.y % 2;
					if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_CORNER) ||
							(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_SIDE)) {
						return p_coords + Vector2i(1, 0);
					} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE) {
						return p_coords + Vector2i(is_offset ? 1 : 0, 1);
					} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_CORNER) {
						return p_coords + Vector2i(0, 2);
					} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE) {
						return p_coords + Vector2i(is_offset ? 0 : -1, 1);
					} else if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_CORNER) ||
							(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_SIDE)) {
						return p_coords + Vector2i(-1, 0);
					} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE) {
						return p_coords + Vector2i(is_offset ? 0 : -1, -1);
					} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_CORNER) {
						return p_coords + Vector2i(0, -2);
					} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE) {
						return p_coords + Vector2i(is_offset ? 1 : 0, -1);
					} else {
						ERR_FAIL_V(p_coords);
					}
				} else {
					bool is_offset = p_coords.x % 2;