### Godot version

4.1 beta1

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

When I change tile source, the view is initialized at a wrong position. After scrolling it for the first time, the position gets re-adjusted.

https://github.com/godotengine/godot/assets/2223172/830cef4a-10f0-4fa5-9172-e7f8015330eb

It wasn't happening before.

### Steps to reproduce

1. Create a TileMap with TileSet
2. Add a sufficiently big tile atlas source
3. Add another source, so that you can switch between the 2
4. Switch to the other source and then to the big one
5. Scroll

### Minimal reproduction project

The texture from the video: https://github.com/godotengine/godot/assets/2223172/7ac78271-84d0-48ab-ae28-45841e2e0880
_size_changed();
}
void Control::_edit_set_position(const Point2 &p_position) {
	ERR_FAIL_COND_MSG(!Engine::get_singleton()->is_editor_hint(), "This function can only be used from editor plugins.");
	set_position(p_position, ControlEditorToolbar::get_singleton()->is_anchors_mode_enabled() && get_parent_control());
};
Point2 Control::_edit_get_position() const {
	return get_position();
};
void Control::_edit_set_scale(const Size2 &p_scale) {
	set_scale(p_scale);
}
Size2 Control::_edit_get_scale() const {
	return data.scale;
}
void Control::_edit_set_rect(const Rect2 &p_edit_rect) {
	ERR_FAIL_COND_MSG(!Engine::get_singleton()->is_editor_hint(), "This function can only be used from editor plugins.");
	set_position((get_position() + get_transform().basis_xform(p_edit_rect.position)).snapped(Vector2(1, 1)), ControlEditorToolbar::get_singleton()->is_anchors_mode_enabled());
	set_size(p_edit_rect.size.snapped(Vector2(1, 1)), ControlEditorToolbar::get_singleton()->is_anchors_mode_enabled());
}
Rect2 Control::_edit_get_rect() const {
	return Rect2(Point2(), get_size());
}
bool Control::_edit_use_rect() const {
	return true;
}
void Control::_edit_set_rotation(real_t p_rotation) {
	set_rotation(p_rotation);
}
real_t Control::_edit_get_rotation() const {