### 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 (current_tile_data_editor) {
		
		for (int i = 0; i < tile_set_atlas_source->get_tiles_count(); i++) {
			Vector2i coords = tile_set_atlas_source->get_tile_id(i);
			for (int j = 0; j < tile_set_atlas_source->get_alternative_tiles_count(coords); j++) {
				int alternative_tile = tile_set_atlas_source->get_alternative_tile_id(coords, j);
				if (alternative_tile == 0) {
					continue;
				}
				Rect2i rect = tile_atlas_view->get_alternative_tile_rect(coords, alternative_tile);
				Vector2 position = rect.get_center() + tile_set_atlas_source->get_tile_data(coords, alternative_tile)->get_texture_origin();
				Transform2D xform = alternative_tiles_control->get_parent_control()->get_transform();
				xform.translate_local(position);
				if (tools_button_group->get_pressed_button() == tool_select_button && selection.has({ coords, alternative_tile })) {
					continue;
				}
				TileMapCell cell;
				cell.source_id = tile_set_atlas_source_id;