### 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
return occurence_id == p_other.occurence_id ? property < p_other.property : occurence_id < p_other.occurence_id;
		}
	};
	struct PLData {
		int uses = 0;
		PropertyInfo property_info;
	};
	RBMap<PropertyId, PLData> usage;
	List<PLData *> data_list;
	for (const TileSelection &E : tiles) {
		const Vector2i &coords = E.tile;
		const int &alternative = E.alternative;
		TileData *tile_data = tile_set_atlas_source->get_tile_data(coords, alternative);
		ERR_FAIL_COND(!tile_data);
		List<PropertyInfo> list;
		tile_data->get_property_list(&list);
		HashMap<String, int> counts; 
		for (List<PropertyInfo>::Element *E_property = list.front(); E_property; E_property = E_property->next()) {
			
			if (E_property->get().usage & PROPERTY_USAGE_CATEGORY) {