### Godot version

v4.2.rc2.official [1ba920fad]

### System information

Godot v4.2.rc2 - macOS 14.1.1 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

Crash when trying to use "cell_quadrant_size".

The same project works without problems in 4.1.3

### Steps to reproduce

Open the attached project and run it, it'll crash. "Invalid get index"
![スクリーンショット 2023-11-27 16 35 07](https://github.com/godotengine/godot/assets/106015575/50d38ceb-0e6e-49bc-96dc-60abd1d2b6c0)

Here is what the same project looks like when launched from 4.1.3:
![image](https://github.com/godotengine/godot/assets/106015575/4e7e1f1a-ad5b-40ab-90ae-35130c803f09)

### Minimal reproduction project

[engage bug 03.zip](https://github.com/godotengine/godot/files/13471828/engage.bug.03.zip)

Vector2i neighbor = tile_map_node->get_neighbor_cell(coords, bit);
					if (cells_with_terrain_center_bit.has(neighbor)) {
						constraints.insert(c);
					}
				} else {
					
					HashMap<Vector2i, TileSet::CellNeighbor> overlapping_terrain_bits = c.get_overlapping_coords_and_peering_bits();
					bool valid = true;
					for (KeyValue<Vector2i, TileSet::CellNeighbor> kv : overlapping_terrain_bits) {
						if (!cells_with_terrain_center_bit.has(kv.key)) {
							valid = false;
							break;
						}
					}
					if (valid) {
						constraints.insert(c);
					}
				}
			}
		}
	}
	
	for (TerrainConstraint c : _get_terrain_constraints_from_painted_cells_list(painted_set, p_terrain_set, p_ignore_empty_terrains)) {
		constraints.insert(c);
	}
	
	output = terrain_fill_constraints(can_modify_list, p_terrain_set, constraints);
	return output;
}
HashMap<Vector2i, TileSet::TerrainsPattern> TileMapLayer::terrain_fill_path(const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains) {