### 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)

#ifndef DISABLE_DEPRECATED
	ClassDB::bind_method(D_METHOD("set_navigation_map", "layer", "map"), &TileMap::set_layer_navigation_map);
	ClassDB::bind_method(D_METHOD("get_navigation_map", "layer"), &TileMap::get_layer_navigation_map);
	ClassDB::bind_method(D_METHOD("force_update", "layer"), &TileMap::force_update, DEFVAL(-1));
#endif 
	ClassDB::bind_method(D_METHOD("set_tileset", "tileset"), &TileMap::set_tileset);
	ClassDB::bind_method(D_METHOD("get_tileset"), &TileMap::get_tileset);
	ClassDB::bind_method(D_METHOD("set_rendering_quadrant_size", "size"), &TileMap::set_rendering_quadrant_size);
	ClassDB::bind_method(D_METHOD("get_rendering_quadrant_size"), &TileMap::get_rendering_quadrant_size);
	ClassDB::bind_method(D_METHOD("get_layers_count"), &TileMap::get_layers_count);
	ClassDB::bind_method(D_METHOD("add_layer", "to_position"), &TileMap::add_layer);
	ClassDB::bind_method(D_METHOD("move_layer", "layer", "to_position"), &TileMap::move_layer);
	ClassDB::bind_method(D_METHOD("remove_layer", "layer"), &TileMap::remove_layer);
	ClassDB::bind_method(D_METHOD("set_layer_name", "layer", "name"), &TileMap::set_layer_name);
	ClassDB::bind_method(D_METHOD("get_layer_name", "layer"), &TileMap::get_layer_name);
	ClassDB::bind_method(D_METHOD("set_layer_enabled", "layer", "enabled"), &TileMap::set_layer_enabled);
	ClassDB::bind_method(D_METHOD("is_layer_enabled", "layer"), &TileMap::is_layer_enabled);
	ClassDB::bind_method(D_METHOD("set_layer_modulate", "layer", "modulate"), &TileMap::set_layer_modulate);
	ClassDB::bind_method(D_METHOD("get_layer_modulate", "layer"), &TileMap::get_layer_modulate);
	ClassDB::bind_method(D_METHOD("set_layer_y_sort_enabled", "layer", "y_sort_enabled"), &TileMap::set_layer_y_sort_enabled);
	ClassDB::bind_method(D_METHOD("is_layer_y_sort_enabled", "layer"), &TileMap::is_layer_y_sort_enabled);
	ClassDB::bind_method(D_METHOD("set_layer_y_sort_origin", "layer", "y_sort_origin"), &TileMap::set_layer_y_sort_origin);