### 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)

CanvasItem::set_use_parent_material(p_use_parent_material);
	
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_USE_PARENT_MATERIAL);
	}
}
void TileMap::set_texture_filter(TextureFilter p_texture_filter) {
	
	CanvasItem::set_texture_filter(p_texture_filter);
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_TEXTURE_FILTER);
	}
}
void TileMap::set_texture_repeat(CanvasItem::TextureRepeat p_texture_repeat) {
	
	CanvasItem::set_texture_repeat(p_texture_repeat);
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_TEXTURE_REPEAT);
	}
}
TypedArray<Vector2i> TileMap::get_surrounding_cells(const Vector2i &coords) {
	if (!tile_set.is_valid()) {
		return TypedArray<Vector2i>();
	}
	TypedArray<Vector2i> around;
	TileSet::TileShape shape = tile_set->get_tile_shape();