### Godot version

4.01

### System information

Windows 10

### Issue description

It seems a tiles Custom Data is cleared/not set when "Local to Scene" is enabled for the TileMap in the Resource section. At least the custom data isn't set by the time of the _ready function in the script attached to the TileMap.

### Steps to reproduce

create TileMap and tileset with custom data and attached script. in _ready method attempt to read custom data from a used cell. 

In Attached project run it. It will print_debug if it found custom data or not. "Local to Scene" is enabled so it will not find the custom data.

### Minimal reproduction project

[TileMapCustomDataLocalBugReproduce.zip](https://github.com/godotengine/godot/files/11470771/TileMapCustomDataLocalBugReproduce.zip)

}
	
	p_list->push_back(PropertyInfo(Variant::NIL, GNAME("Physics", ""), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_GROUP));
	for (int i = 0; i < physics_layers.size(); i++) {
		p_list->push_back(PropertyInfo(Variant::INT, vformat("physics_layer_%d/collision_layer", i), PROPERTY_HINT_LAYERS_2D_PHYSICS));
		
		property_info = PropertyInfo(Variant::INT, vformat("physics_layer_%d/collision_mask", i), PROPERTY_HINT_LAYERS_2D_PHYSICS);
		if (physics_layers[i].collision_mask == 1) {
			property_info.usage ^= PROPERTY_USAGE_STORAGE;
		}
		p_list->push_back(property_info);
		
		property_info = PropertyInfo(Variant::OBJECT, vformat("physics_layer_%d/physics_material", i), PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial");
		if (!physics_layers[i].physics_material.is_valid()) {
			property_info.usage ^= PROPERTY_USAGE_STORAGE;
		}
		p_list->push_back(property_info);
	}
	
	p_list->push_back(PropertyInfo(Variant::NIL, GNAME("Terrains", ""), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_GROUP));
	for (int terrain_set_index = 0; terrain_set_index < terrain_sets.size(); terrain_set_index++) {
		p_list->push_back(PropertyInfo(Variant::INT, vformat("terrain_set_%d/mode", terrain_set_index), PROPERTY_HINT_ENUM, "Match Corners and Sides,Match Corners,Match Sides"));
		p_list->push_back(PropertyInfo(Variant::NIL, vformat("terrain_set_%d/terrains", terrain_set_index), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ARRAY, vformat("terrain_set_%d/terrain_", terrain_set_index)));
		for (int terrain_index = 0; terrain_index < terrain_sets[terrain_set_index].terrains.size(); terrain_index++) {
			p_list->push_back(PropertyInfo(Variant::STRING, vformat("terrain_set_%d/terrain_%d/name", terrain_set_index, terrain_index)));
			p_list->push_back(PropertyInfo(Variant::COLOR, vformat("terrain_set_%d/terrain_%d/color", terrain_set_index, terrain_index)));
		}
	}
	
	p_list->push_back(PropertyInfo(Variant::NIL, GNAME("Navigation", ""), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_GROUP));