### 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
void edit(Ref<TileSet> p_tile_set);
	void add_expanded_editor(Control *p_editor);
	void remove_expanded_editor();
	void register_split(SplitContainer *p_split);
	TileSetEditor();
};
class TileSourceInspectorPlugin : public EditorInspectorPlugin {
	GDCLASS(TileSourceInspectorPlugin, EditorInspectorPlugin);
	AcceptDialog *id_edit_dialog = nullptr;
	Label *id_label = nullptr;
	SpinBox *id_input = nullptr;
	Object *edited_source = nullptr;
	void _show_id_edit_dialog(Object *p_for_source);
	void _confirm_change_id();
public:
	virtual bool can_handle(Object *p_object) override;
	virtual bool parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide = false) override;
};
#endif