### 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)

bool notify = collision_animatable || is_y_sort_enabled();
	if (!notify) {
		for (const Ref<TileMapLayer> &layer : layers) {
			if (layer->is_y_sort_enabled()) {
				notify = true;
				break;
			}
		}
	}
	set_notify_local_transform(notify);
}
TileMap::TileMap() {
	set_notify_transform(true);
	_update_notify_local_transform();
	Ref<TileMapLayer> new_layer;
	new_layer.instantiate();
	new_layer->set_tile_map(this);
	new_layer->set_layer_index_in_tile_map_node(0);
	layers.push_back(new_layer);
	default_layer.instantiate();
}
TileMap::~TileMap() {
	if (tile_set.is_valid()) {
		tile_set->disconnect_changed(callable_mp(this, &TileMap::_tile_set_changed));
	}
}
#undef TILEMAP_CALL_FOR_LAYER
#undef TILEMAP_CALL_FOR_LAYER_V