### 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
drag_type = DRAG_TYPE_MAY_POPUP_MENU;
				drag_start_mouse_pos = alternative_tiles_control->get_local_mouse_position();
			} else {
				if (drag_type == DRAG_TYPE_MAY_POPUP_MENU) {
					
					Vector3 tile = tile_atlas_view->get_alternative_tile_at_pos(mouse_local_pos);
					selection.clear();
					TileSelection selected = { Vector2i(tile.x, tile.y), int(tile.z) };
					if (selected.tile != TileSetSource::INVALID_ATLAS_COORDS) {
						selection.insert(selected);
					}
					_update_tile_inspector();
					_update_tile_id_label();
					if (selection.size() == 1) {
						selected = selection.front()->get();
						menu_option_coords = selected.tile;
						menu_option_alternative = selected.alternative;
						alternative_tile_popup_menu->popup(Rect2i(get_screen_transform().xform(get_local_mouse_position()), Size2i()));
					}
				}
				drag_type = DRAG_TYPE_NONE;
			}
		}
		tile_atlas_control->queue_redraw();
		tile_atlas_control_unscaled->queue_redraw();
		alternative_tiles_control->queue_redraw();
		alternative_tiles_control_unscaled->queue_redraw();
	}
}
void TileSetAtlasSourceEditor::_tile_alternatives_control_mouse_exited() {