### 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
} else if (p_name == "animation_frames_count") {
			r_ret = tile_set_atlas_source->get_tile_animation_frames_count(coords);
			return true;
		} else if (components.size() == 2 && components[0].begins_with("animation_frame_") && components[0].trim_prefix("animation_frame_").is_valid_int()) {
			int frame = components[0].trim_prefix("animation_frame_").to_int();
			if (components[1] == "duration") {
				if (frame < 0 || frame >= tile_set_atlas_source->get_tile_animation_frames_count(coords)) {
					return false;
				}
				r_ret = tile_set_atlas_source->get_tile_animation_frame_duration(coords, frame);
				return true;
			}
		}
	}
	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_V(!tile_data, false);
		bool valid = false;
		r_ret = tile_data->get(p_name, &valid);
		if (valid) {
			return true;
		}
	}
	return false;
}
void TileSetAtlasSourceEditor::AtlasTileProxyObject::_get_property_list(List<PropertyInfo> *p_list) const {