### 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)
ERR_FAIL_COND_MSG(!property.is_empty(), "Cannot setup TileDataDefaultEditor twice");
	property = p_property;
	property_type = p_type;
	
	if (property_editor) {
		property_editor->queue_free();
	}
	
	dummy_object->add_dummy_property(p_property);
	
	if (p_default_value == Variant()) {
		Callable::CallError error;
		Variant painted_value;
		Variant::construct(p_type, painted_value, nullptr, 0, error);
		dummy_object->set(p_property, painted_value);
	} else {
		dummy_object->set(p_property, p_default_value);
	}
	
	property_editor = EditorInspectorDefaultPlugin::get_editor_for_property(dummy_object, p_type, p_property, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT);
	property_editor->set_object_and_property(dummy_object, p_property);
	if (p_label.is_empty()) {
		property_editor->set_label(EditorPropertyNameProcessor::get_singleton()->process_name(p_property, EditorPropertyNameProcessor::get_default_inspector_style()));
	} else {
		property_editor->set_label(p_label);
	}
	property_editor->connect("property_changed", callable_mp(this, &TileDataDefaultEditor::_property_value_changed).unbind(1));
	property_editor->set_tooltip_text(p_property);
	property_editor->update_property();
	add_child(property_editor);