### Godot version

4.2 beta 2

### System information

Pop Os 22.04 lts 12th Gen Intel® Core™ i7-12700H × 20 NVIDIA RTX A2000 8GB 32.0  ram. Tested on Forward+ and Mobile

### Issue description

When painting a tile that is rotated or flipped, it looses its physics layer as demonstrated in this video:  

https://github.com/godotengine/godot/assets/33091666/c10f7325-838f-4112-b90d-0c3d9797d08f

Even though in the video I showed this only happening with one of the tiles, it happens with both of them as long as you rotate or flip it. 

### Steps to reproduce

1. Create a tilemap and a tileset
2. Create a physics layer and set collision_visibility_mode to force show. 
3. Assign just created physics layer to tiles
4. Paint the tiles and use rotate or flip tool. 

### Minimal reproduction project

[TileTest.zip](https://github.com/godotengine/godot/files/13067412/TileTest.zip)
}
					
					r_cell_data.bodies[tile_set_physics_layer] = body;
				}
				return;
			}
		}
	}
	
	_physics_clear_cell(r_cell_data);
}
#ifdef DEBUG_ENABLED
void TileMapLayer::_physics_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data) {
	
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	ERR_FAIL_COND(!tile_set.is_valid());
	if (!tile_map_node->get_tree()) {
		return;
	}
	bool show_collision = false;
	switch (tile_map_node->get_collision_visibility_mode()) {
		case TileMap::VISIBILITY_MODE_DEFAULT:
			show_collision = !Engine::get_singleton()->is_editor_hint() && tile_map_node->get_tree()->is_debugging_collisions_hint();
			break;
		case TileMap::VISIBILITY_MODE_FORCE_HIDE:
			show_collision = false;
			break;
		case TileMap::VISIBILITY_MODE_FORCE_SHOW:
			show_collision = true;
			break;