### 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)

r_changed = false;
#ifdef DEBUG_ENABLED
	if (rect_cache_dirty) {
		Rect2 r_total;
		bool first = true;
		for (const KeyValue<Vector2i, CellData> &E : tile_map) {
			Rect2 r;
			r.position = tile_map_node->map_to_local(E.key);
			r.size = Size2();
			if (first) {
				r_total = r;
				first = false;
			} else {
				r_total = r_total.merge(r);
			}
		}
		r_changed = rect_cache != r_total;
		rect_cache = r_total;
		rect_cache_dirty = false;
	}
#endif
	return rect_cache;
}
HashMap<Vector2i, TileSet::TerrainsPattern> TileMapLayer::terrain_fill_constraints(const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> &p_constraints) {