### Godot version

4.1.stable

### System information

Godot v4.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - Intel(R) HD Graphics 4600 (Intel Corporation; 20.19.15.5126) - Intel(R) Core(TM) i3-4330 CPU @ 3.50GHz (4 Threads)

### Issue description

When I try to join 68 images of 128x128 resolution in an atlas it returns a transparent 1x1 image

I tried using few images and it doesn't work either

It doesn't work either with 16x16, 32x32, 64x64 resolutions

- Google Translate :)

### Steps to reproduce


https://github.com/godotengine/godot/assets/136469511/ca5f64c2-f0c5-486f-a13e-b941ae2dea7d



### Minimal reproduction project

N/A
if (tile_set.is_null()) {
		return;
	}
	
	int old_selected = TileSet::INVALID_SOURCE;
	if (sources_list->get_current() >= 0) {
		int source_id = sources_list->get_item_metadata(sources_list->get_current());
		if (tile_set->has_source(source_id)) {
			old_selected = source_id;
		}
	}
	int to_select = TileSet::INVALID_SOURCE;
	if (force_selected_id >= 0) {
		to_select = force_selected_id;
	} else if (old_selected >= 0) {
		to_select = old_selected;
	}
	
	sources_list->clear();
	
	List<int> source_ids = TilesEditorUtils::get_singleton()->get_sorted_sources(tile_set);
	for (const int &source_id : source_ids) {
		TileSetSource *source = *tile_set->get_source(source_id);
		Ref<Texture2D> texture;
		String item_text;