### 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
if (p_name == "alternative_id") {
				r_ret = alternative;
				return true;
			}
		}
	}
	
	
	bool all_alternatve_id_zero = true;
	for (TileSelection tile : tiles) {
		if (tile.alternative != 0) {
			all_alternatve_id_zero = false;
			break;
		}
	}
	if (all_alternatve_id_zero) {
		const Vector2i &coords = tiles.front()->get().tile;
		Vector<String> components = String(p_name).split("/", true, 2);
		if (p_name == "animation_columns") {
			r_ret = tile_set_atlas_source->get_tile_animation_columns(coords);
			return true;
		} else if (p_name == "animation_separation") {
			r_ret = tile_set_atlas_source->get_tile_animation_separation(coords);
			return true;
		} else if (p_name == "animation_speed") {
			r_ret = tile_set_atlas_source->get_tile_animation_speed(coords);
			return true;
		} else if (p_name == "animation_mode") {
			r_ret = tile_set_atlas_source->get_tile_animation_mode(coords);
			return true;