### 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
tool_setup_atlas_source_button->set_pressed(true);
	confirm_auto_create_tiles->popup_centered();
}
void TileSetAtlasSourceEditor::_auto_create_tiles() {
	if (!tile_set_atlas_source) {
		return;
	}
	Ref<Texture2D> texture = tile_set_atlas_source->get_texture();
	if (texture.is_valid()) {
		Vector2i margins = tile_set_atlas_source->get_margins();
		Vector2i separation = tile_set_atlas_source->get_separation();
		Vector2i texture_region_size = tile_set_atlas_source->get_texture_region_size();
		Size2i grid_size = tile_set_atlas_source->get_atlas_grid_size();
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->create_action(TTR("Create tiles in non-transparent texture regions"));
		for (int y = 0; y < grid_size.y; y++) {