### 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)
picker_button->set_pressed(false);
					}
				} else {
					drag_type = DRAG_TYPE_PAINT;
					drag_modified.clear();
					drag_painted_value = _get_painted_value();
					Vector3i tile = p_tile_atlas_view->get_alternative_tile_at_pos(mb->get_position());
					Vector2i coords = Vector2i(tile.x, tile.y);
					int alternative_tile = tile.z;
					if (coords != TileSetSource::INVALID_ATLAS_COORDS) {
						TileMapCell cell;
						cell.source_id = 0;
						cell.set_atlas_coords(coords);
						cell.alternative_tile = alternative_tile;
						drag_modified[cell] = _get_value(p_tile_set_atlas_source, coords, alternative_tile);
						_set_value(p_tile_set_atlas_source, coords, alternative_tile, drag_painted_value);
					}
					drag_last_pos = mb->get_position();
				}
			} else {
				EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
				undo_redo->create_action(TTR("Painting Tiles Property"));
				_setup_undo_redo_action(p_tile_set_atlas_source, drag_modified, drag_painted_value);
				undo_redo->commit_action(false);
				drag_type = DRAG_TYPE_NONE;
			}
		}
	}
}
void TileDataDefaultEditor::draw_over_tile(CanvasItem *p_canvas_item, Transform2D p_transform, TileMapCell p_cell, bool p_selected) {