### 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)

}
	}
	
	double overlapping_ratio = 1.0;
	if (tile_offset_axis == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
		if (tile_shape == TileSet::TILE_SHAPE_ISOMETRIC) {
			overlapping_ratio = 0.5;
		} else if (tile_shape == TileSet::TILE_SHAPE_HEXAGON) {
			overlapping_ratio = 0.75;
		}
		ret.y *= overlapping_ratio;
	} else { 
		if (tile_shape == TileSet::TILE_SHAPE_ISOMETRIC) {
			overlapping_ratio = 0.5;
		} else if (tile_shape == TileSet::TILE_SHAPE_HEXAGON) {
			overlapping_ratio = 0.75;
		}
		ret.x *= overlapping_ratio;
	}
	return (ret + Vector2(0.5, 0.5)) * tile_set->get_tile_size();
}
Vector2i TileMap::local_to_map(const Vector2 &p_local_position) const {
	ERR_FAIL_COND_V(!tile_set.is_valid(), Vector2i());
	Vector2 ret = p_local_position;
	ret /= tile_set->get_tile_size();
	TileSet::TileShape tile_shape = tile_set->get_tile_shape();
	TileSet::TileOffsetAxis tile_offset_axis = tile_set->get_tile_offset_axis();
	TileSet::TileLayout tile_layout = tile_set->get_tile_layout();
	
	double overlapping_ratio = 1.0;