### 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
tile_atlas_view->set_atlas_source(*tile_set, tile_set_atlas_source, tile_set_atlas_source_id);
	
	for (int i = 0; i < alternative_tiles_control->get_child_count(); i++) {
		alternative_tiles_control->get_child(i)->queue_free();
	}
	if (tile_set.is_null()) {
		return;
	} else {
		tile_create_help->set_visible(tools_button_group->get_pressed_button() == tool_setup_atlas_source_button);
	}
	Vector2i pos;
	Vector2 texture_region_base_size = tile_set_atlas_source->get_texture_region_size();
	int texture_region_base_size_min = MIN(texture_region_base_size.x, texture_region_base_size.y);
	for (int i = 0; i < tile_set_atlas_source->get_tiles_count(); i++) {
		Vector2i tile_id = tile_set_atlas_source->get_tile_id(i);
		int alternative_count = tile_set_atlas_source->get_alternative_tiles_count(tile_id);
		if (alternative_count > 1) {
			
			int y_increment = 0;
			pos.x = 0;
			for (int j = 1; j < alternative_count; j++) {
				int alternative_id = tile_set_atlas_source->get_alternative_tile_id(tile_id, j);