### Godot version

4.1.x

### System information

Windows 11

### Issue description

When a Tilemap node is attached as a child node of PathFollower2D node, with `collision_animatable` on in the inspector, the tilemap will stuck at (0, 0) if you scripted the movement of the PathFollower2D node with `progress` changed; while the tiles run as usual if `collision_animatable` is **false**.
This is very weird because the documentation said that "you can make Animatablebody2D move with script", and I used but it feedbacked a strange result, which is unacceptable and unwilling to see.
More detailed info please see the minimal project

P.S. Only under PathFollower2D, you add a RemoteTransformer2D that linked to a Tilemap can the tiles move as usual with `collision_animatable` on.

### Steps to reproduce

In the minimal reproduction project:

1. Make the `collision_animatable` of Tilemap and run the project, and you can see the tilemap moves as usual
2. Then tick on the property and run the game again, in which you can see the tilemap stuck at (0, 0) permanently.

### Minimal reproduction project

[bug report.zip](https://github.com/godotengine/godot/files/12094949/bug.report.zip)
int get_scene_tile_id(int p_index) { return get_alternative_tile_id(Vector2i(), p_index); };
	bool has_scene_tile_id(int p_id) { return has_alternative_tile(Vector2i(), p_id); };
	int create_scene_tile(Ref<PackedScene> p_packed_scene = Ref<PackedScene>(), int p_id_override = -1);
	void set_scene_tile_id(int p_id, int p_new_id);
	void set_scene_tile_scene(int p_id, Ref<PackedScene> p_packed_scene);
	Ref<PackedScene> get_scene_tile_scene(int p_id) const;
	void set_scene_tile_display_placeholder(int p_id, bool p_packed_scene);
	bool get_scene_tile_display_placeholder(int p_id) const;
	void remove_scene_tile(int p_id);
	int get_next_scene_tile_id() const;
};
class TileData : public Object {
	GDCLASS(TileData, Object);
private:
	const TileSet *tile_set = nullptr;
	bool allow_transform = true;
	
	bool flip_h = false;
	bool flip_v = false;
	bool transpose = false;
	Vector2i texture_origin;
	Ref<Material> material = Ref<Material>();
	Color modulate = Color(1.0, 1.0, 1.0, 1.0);
	int z_index = 0;
	int y_sort_origin = 0;
	Vector<Ref<OccluderPolygon2D>> occluders;