### 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)

for (KeyValue<Vector2i, CellData> &kv : tile_map) {
		erase_cell(kv.key);
	}
	used_rect_cache_dirty = true;
}
Ref<TileMapPattern> TileMapLayer::get_pattern(TypedArray<Vector2i> p_coords_array) {
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	ERR_FAIL_COND_V(!tile_set.is_valid(), nullptr);
	Ref<TileMapPattern> output;
	output.instantiate();
	if (p_coords_array.is_empty()) {
		return output;
	}
	Vector2i min = Vector2i(p_coords_array[0]);
	for (int i = 1; i < p_coords_array.size(); i++) {
		min = min.min(p_coords_array[i]);
	}
	Vector<Vector2i> coords_in_pattern_array;
	coords_in_pattern_array.resize(p_coords_array.size());
	Vector2i ensure_positive_offset;
	for (int i = 0; i < p_coords_array.size(); i++) {
		Vector2i coords = p_coords_array[i];
		Vector2i coords_in_pattern = coords - min;
		if (tile_set->get_tile_shape() != TileSet::TILE_SHAPE_SQUARE) {