### Godot version

4.01

### System information

Windows 10

### Issue description

It seems a tiles Custom Data is cleared/not set when "Local to Scene" is enabled for the TileMap in the Resource section. At least the custom data isn't set by the time of the _ready function in the script attached to the TileMap.

### Steps to reproduce

create TileMap and tileset with custom data and attached script. in _ready method attempt to read custom data from a used cell. 

In Attached project run it. It will print_debug if it found custom data or not. "Local to Scene" is enabled so it will not find the custom data.

### Minimal reproduction project

[TileMapCustomDataLocalBugReproduce.zip](https://github.com/godotengine/godot/files/11470771/TileMapCustomDataLocalBugReproduce.zip)

#ifndef DISABLE_DEPRECATED
	if (p_name == "texture_offset") {
		r_ret = texture_origin;
		return true;
	}
#endif
	Vector<String> components = String(p_name).split("/", true, 2);
	if (tile_set) {
		if (components.size() == 2 && components[0].begins_with("occlusion_layer") && components[0].trim_prefix("occlusion_layer_").is_valid_int()) {
			
			int layer_index = components[0].trim_prefix("occlusion_layer_").to_int();
			ERR_FAIL_COND_V(layer_index < 0, false);
			if (layer_index >= occluders.size()) {
				return false;
			}
			if (components[1] == "polygon") {
				r_ret = get_occluder(layer_index);
				return true;
			}
		} else if (components.size() >= 2 && components[0].begins_with("physics_layer_") && components[0].trim_prefix("physics_layer_").is_valid_int()) {
			
			int layer_index = components[0].trim_prefix("physics_layer_").to_int();
			ERR_FAIL_COND_V(layer_index < 0, false);
			if (layer_index >= physics.size()) {
				return false;
			}
			if (components.size() == 2) {
				if (components[1] == "linear_velocity") {