### Godot version

4.1.x

### System information

Windows 11

### Issue description

When a Tilemap node is attached as a child node of PathFollower2D node, with `collision_animatable` on in the inspector, the tilemap will stuck at (0, 0) if you scripted the movement of the PathFollower2D node with `progress` changed; while the tiles run as usual if `collision_animatable` is **false**.
This is very weird because the documentation said that "you can make Animatablebody2D move with script", and I used but it feedbacked a strange result, which is unacceptable and unwilling to see.
More detailed info please see the minimal project

P.S. Only under PathFollower2D, you add a RemoteTransformer2D that linked to a Tilemap can the tiles move as usual with `collision_animatable` on.

### Steps to reproduce

In the minimal reproduction project:

1. Make the `collision_animatable` of Tilemap and run the project, and you can see the tilemap moves as usual
2. Then tick on the property and run the game again, in which you can see the tilemap stuck at (0, 0) permanently.

### Minimal reproduction project

[bug report.zip](https://github.com/godotengine/godot/files/12094949/bug.report.zip)
GDCLASS(TileMapPattern, Resource);
	Size2i size;
	HashMap<Vector2i, TileMapCell> pattern;
	void _set_tile_data(const Vector<int> &p_data);
	Vector<int> _get_tile_data() const;
protected:
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_ret) const;
	void _get_property_list(List<PropertyInfo> *p_list) const;
	static void _bind_methods();
public:
	void set_cell(const Vector2i &p_coords, int p_source_id, const Vector2i p_atlas_coords, int p_alternative_tile = 0);
	bool has_cell(const Vector2i &p_coords) const;
	void remove_cell(const Vector2i &p_coords, bool p_update_size = true);
	int get_cell_source_id(const Vector2i &p_coords) const;
	Vector2i get_cell_atlas_coords(const Vector2i &p_coords) const;
	int get_cell_alternative_tile(const Vector2i &p_coords) const;
	TypedArray<Vector2i> get_used_cells() const;
	Size2i get_size() const;
	void set_size(const Size2i &p_size);
	bool is_empty() const;
	void clear();
};
class TileSet : public Resource {