### 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
String property;
	if (tools_button_group->get_pressed_button() == tool_select_button && tile_inspector->is_visible() && !tile_inspector->get_selected_path().is_empty()) {
		Vector<String> components = tile_inspector->get_selected_path().split("/");
		if (components.size() >= 1) {
			property = components[0];
			
			if (property.begins_with("terrains_")) {
				property = "terrain_set";
			}
		}
	} else if (tools_button_group->get_pressed_button() == tool_paint_button && tile_data_editors_tree->get_selected()) {
		property = tile_data_editors_tree->get_selected()->get_metadata(0);
		tile_data_editor_dropdown_button->set_text(tile_data_editors_tree->get_selected()->get_text(0));
	}
	
	for (const KeyValue<String, TileDataEditor *> &E : tile_data_editors) {
		E.value->hide();
		E.value->get_toolbar()->hide();
	}
	if (tile_data_editors.has(property)) {
		current_tile_data_editor = tile_data_editors[property];
	} else {