### 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
GDCLASS(TileSetAtlasSourceProxyObject, Object);
	private:
		Ref<TileSet> tile_set;
		Ref<TileSetAtlasSource> tile_set_atlas_source;
		int source_id = TileSet::INVALID_SOURCE;
	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_id(int p_id);
		int get_id() const;
		void edit(Ref<TileSet> p_tile_set, Ref<TileSetAtlasSource> p_tile_set_atlas_source, int p_source_id);
		Ref<TileSetAtlasSource> get_edited() { return tile_set_atlas_source; };
	};
	
	class AtlasTileProxyObject : public Object {