### 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
new_base_tiles_coords = _get_drag_offset_tile_coords(Vector2i(0, 1));
					new_rect.set_end(Vector2i(new_rect.get_end().x, MAX(new_base_tiles_coords.y, old_rect.position.y + 1)));
				}
				if (tile_set_atlas_source->has_room_for_tile(new_rect.position, new_rect.size, tile_set_atlas_source->get_tile_animation_columns(drag_current_tile), tile_set_atlas_source->get_tile_animation_separation(drag_current_tile), tile_set_atlas_source->get_tile_animation_frames_count(drag_current_tile), drag_current_tile)) {
					tile_set_atlas_source->move_tile_in_atlas(drag_current_tile, new_rect.position, new_rect.size);
					selection.clear();
					selection.insert({ new_rect.position, 0 });
					drag_current_tile = new_rect.position;
					
					tile_set_changed_needs_update = false;
					_update_tile_inspector();
					_update_atlas_view();
					_update_tile_id_label();
					_update_current_tile_data_editor();
				}
			}
			
			tile_atlas_control->queue_redraw();
			tile_atlas_control_unscaled->queue_redraw();
			alternative_tiles_control->queue_redraw();
			alternative_tiles_control_unscaled->queue_redraw();
			tile_atlas_view->queue_redraw();
			return;
		}
		Ref<InputEventMouseButton> mb = p_event;
		if (mb.is_valid()) {
			Vector2 mouse_local_pos = tile_atlas_control->get_local_mouse_position();
			if (mb->get_button_index() == MouseButton::LEFT) {
				if (mb->is_pressed()) {