### 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)

return z_index;
}
void TileMapLayer::set_navigation_enabled(bool p_enabled) {
	if (navigation_enabled == p_enabled) {
		return;
	}
	navigation_enabled = p_enabled;
	dirty.flags[DIRTY_FLAGS_LAYER_NAVIGATION_ENABLED] = true;
	tile_map_node->queue_internal_update();
	tile_map_node->emit_signal(CoreStringNames::get_singleton()->changed);
}
bool TileMapLayer::is_navigation_enabled() const {
	return navigation_enabled;
}
void TileMapLayer::set_navigation_map(RID p_map) {
	ERR_FAIL_COND_MSG(!tile_map_node->is_inside_tree(), "A TileMap navigation map can only be changed while inside the SceneTree.");
	navigation_map = p_map;
	uses_world_navigation_map = p_map == tile_map_node->get_world_2d()->get_navigation_map();
}
RID TileMapLayer::get_navigation_map() const {
	if (navigation_map.is_valid()) {
		return navigation_map;
	}
	return RID();
}
void TileMapLayer::fix_invalid_tiles() {