### 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)

const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	if (!tile_set.is_valid()) {
		return TileSet::TerrainsPattern();
	}
	
	RBMap<TileSet::TerrainsPattern, int> terrain_pattern_score;
	RBSet<TileSet::TerrainsPattern> pattern_set = tile_set->get_terrains_pattern_set(p_terrain_set);
	ERR_FAIL_COND_V(pattern_set.is_empty(), TileSet::TerrainsPattern());
	for (TileSet::TerrainsPattern &terrain_pattern : pattern_set) {
		int score = 0;
		
		TerrainConstraint terrain_constraint = TerrainConstraint(tile_map_node, p_position, terrain_pattern.get_terrain());
		const RBSet<TerrainConstraint>::Element *in_set_constraint_element = p_constraints.find(terrain_constraint);
		if (in_set_constraint_element) {
			if (in_set_constraint_element->get().get_terrain() != terrain_constraint.get_terrain()) {
				score += in_set_constraint_element->get().get_priority();
			}
		} else if (p_current_pattern.get_terrain() != terrain_pattern.get_terrain()) {
			continue; 
		}
		
		bool invalid_pattern = false;
		for (int i = 0; i < TileSet::CELL_NEIGHBOR_MAX; i++) {
			TileSet::CellNeighbor bit = TileSet::CellNeighbor(i);
			if (tile_set->is_valid_terrain_peering_bit(p_terrain_set, bit)) {