### Godot version

4.1.stable

### System information

Godot v4.1.stable - elementary OS 7 Horus 7 (Ubuntu 22.04) - Vulkan (Mobile) - dedicated AMD Radeon RX 6600 (RADV NAVI23) () - Intel(R) Core(TM) i5-8500 CPU @ 3.00GHz (6 Threads)

### Issue description

Tilemap has a memory leak where if you repeatedly change the tile (that has collidable physics) of cells, the static memory (shown in the debugger) increases and stays there. This only happens if you have a physics layer in the Tileset and one of the tiles is collidable.

Also the memory usage is extremely high even when generating the map once. A 1000x1000 tiles map uses 1.4 GB of memory!

Workaround is simple. Simply clear the tilemap with `clear()` before you change the map.

### Steps to reproduce

1. Create a TileMap node
2. Create a TileSet containing two tiles on the atlas coordinates `(0, 0)` and `(1, 0)`
3. Create a Physics Layer in the TileSet and make one of the tiles fully collidable
4. Attach a script to the TileMap
5. Set the script to this
```
extends TileMap

func _process(delta):
	if Input.is_key_pressed(KEY_SPACE):
		for i in range(5000):
			set_cell(0, Vector2i(i, 0), 0, Vector2i(randi_range(0, 1), 0))
```
6. Run the scene
7. Go into "Debugger" tab in the editor while the scene is running
8. Press the "Monitors" tab press and observe the "Static" memory
9. Now hold down the space bar and observe the static memory climbing but never coming down
10. To workaround the problem simply add `clear()` before the loop like this:
```
extends TileMap

func _process(delta):
	if Input.is_key_pressed(KEY_SPACE):
		clear()
		for i in range(5000):
			set_cell(0, Vector2i(i, 0), 0, Vector2i(randi_range(0, 1), 0))
```

### Minimal reproduction project

[tilemapmemoryleak.zip](https://github.com/godotengine/godot/files/12064640/tilemapmemoryleak.zip)
if (!tile_set.is_valid()) {
		return RBSet<TerrainConstraint>();
	}
	
	RBSet<TerrainConstraint> output;
	output.insert(TerrainConstraint(this, p_position, p_terrains_pattern.get_terrain()));
	for (uint32_t i = 0; i < TileSet::CELL_NEIGHBOR_MAX; i++) {
		TileSet::CellNeighbor side = TileSet::CellNeighbor(i);
		if (tile_set->is_valid_terrain_peering_bit(p_terrain_set, side)) {
			TerrainConstraint c = TerrainConstraint(this, p_position, side, p_terrains_pattern.get_terrain_peering_bit(side));
			output.insert(c);
		}
	}
	return output;
}
RBSet<TileMap::TerrainConstraint> TileMap::_get_terrain_constraints_from_painted_cells_list(int p_layer, const RBSet<Vector2i> &p_painted, int p_terrain_set, bool p_ignore_empty_terrains) const {