### 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)

polygon_cache[Pair<Ref<Resource>, int>(p_polygon, p_alternative_id)] = ret;
		return ret;
	}
	Ref<NavigationPolygon> nav = p_polygon;
	if (nav.is_valid()) {
		PackedVector2Array new_points = _get_transformed_vertices(nav->get_vertices(), p_alternative_id);
		Ref<NavigationPolygon> ret;
		ret.instantiate();
		ret->set_vertices(new_points);
		PackedInt32Array indices;
		indices.resize(new_points.size());
		int *w = indices.ptrw();
		for (int i = 0; i < new_points.size(); i++) {
			w[i] = i;
		}
		ret->add_polygon(indices);
		polygon_cache[Pair<Ref<Resource>, int>(p_polygon, p_alternative_id)] = ret;
		return ret;
	}
	Ref<OccluderPolygon2D> ocd = p_polygon;
	if (ocd.is_valid()) {
		Ref<OccluderPolygon2D> ret;
		ret.instantiate();
		ret->set_polygon(_get_transformed_vertices(ocd->get_polygon(), p_alternative_id));
		polygon_cache[Pair<Ref<Resource>, int>(p_polygon, p_alternative_id)] = ret;
		return ret;
	}
	return p_polygon;
}
PackedStringArray TileMap::get_configuration_warnings() const {