### 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
Ref<Texture2D> texture = ResourceLoader::load(p_path);
	if (texture.is_null()) {
		EditorNode::get_singleton()->show_warning(TTR("Invalid texture selected."));
		return;
	}
	int source_id = tile_set->get_next_source_id();
	Ref<TileSetAtlasSource> atlas_source = memnew(TileSetAtlasSource);
	atlas_source->set_texture(texture);
	
	EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	undo_redo->create_action(TTR("Add atlas source"));
	undo_redo->add_do_method(*tile_set, "add_source", atlas_source, source_id);
	undo_redo->add_do_method(*atlas_source, "set_texture_region_size", tile_set->get_tile_size());
	undo_redo->add_undo_method(*tile_set, "remove_source", source_id);
	undo_redo->commit_action();
	_update_sources_list(source_id);
	tile_set_atlas_source_editor->init_source();
}
void TileSetEditor::_source_selected(int p_source_index) {