### 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
Array output;
	for (const TileSelection &E : selection) {
		output.push_back(E.tile);
		output.push_back(E.alternative);
	}
	return output;
}
void TileSetAtlasSourceEditor::_tile_atlas_control_draw() {
	
	if (tools_button_group->get_pressed_button() == tool_select_button) {
		for (const TileSelection &E : selection) {
			TileSelection selected = E;
			if (selected.alternative == 0) {
				
				for (int frame = 0; frame < tile_set_atlas_source->get_tile_animation_frames_count(selected.tile); frame++) {
					Color color = Color(0.0, 1.0, 0.0, frame == 0 ? 1.0 : 0.3);
					Rect2 region = tile_set_atlas_source->get_tile_texture_region(selected.tile, frame);
					TilesEditorUtils::draw_selection_rect(tile_atlas_control, region, color);