### 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)

prev_material = mat;
						prev_z_index = tile_z_index;
					} else {
						
						ci = prev_ci;
					}
					const Vector2 local_tile_pos = tile_map_node->map_to_local(cell_data.coords);
					
					real_t random_animation_offset = 0.0;
					if (atlas_source->get_tile_animation_mode(cell_data.cell.get_atlas_coords()) != TileSetAtlasSource::TILE_ANIMATION_MODE_DEFAULT) {
						Array to_hash;
						to_hash.push_back(local_tile_pos);
						to_hash.push_back(get_instance_id()); 
						random_animation_offset = RandomPCG(to_hash.hash()).randf();
					}
					
					tile_map_node->draw_tile(ci, local_tile_pos - rendering_quadrant->canvas_items_position, tile_set, cell_data.cell.source_id, cell_data.cell.get_atlas_coords(), cell_data.cell.alternative_tile, -1, tile_map_node->get_self_modulate(), tile_data, random_animation_offset);
				}
			} else {
				
				for (int i = 0; i < rendering_quadrant->canvas_items.size(); i++) {
					const RID &ci = rendering_quadrant->canvas_items[i];
					if (ci.is_valid()) {
						rs->free(ci);
					}
				}
				rendering_quadrant->cells.clear();
				rendering_quadrant_map.erase(rendering_quadrant->quadrant_coords);
			}
			quadrant_list_element = next_quadrant_list_element;