### 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
#ifndef TILE_SET_ATLAS_SOURCE_EDITOR_H
#define TILE_SET_ATLAS_SOURCE_EDITOR_H
#include "tile_atlas_view.h"
#include "tile_data_editors.h"
#include "scene/gui/split_container.h"
#include "scene/resources/tile_set.h"
class Popup;
class TileSet;
class Tree;
class VSeparator;
class TileSetAtlasSourceEditor : public HSplitContainer {
	GDCLASS(TileSetAtlasSourceEditor, HSplitContainer);
public:
	
	struct TileSelection {
		Vector2i tile = TileSetSource::INVALID_ATLAS_COORDS;
		int alternative = TileSetSource::INVALID_TILE_ALTERNATIVE;
		bool operator<(const TileSelection &p_other) const {
			if (tile == p_other.tile) {
				return alternative < p_other.alternative;
			} else {
				return tile < p_other.tile;
			}
		}
	};
	
	class TileSetAtlasSourceProxyObject : public Object {