### Godot version

4.1.x

### System information

Windows 11

### Issue description

When a Tilemap node is attached as a child node of PathFollower2D node, with `collision_animatable` on in the inspector, the tilemap will stuck at (0, 0) if you scripted the movement of the PathFollower2D node with `progress` changed; while the tiles run as usual if `collision_animatable` is **false**.
This is very weird because the documentation said that "you can make Animatablebody2D move with script", and I used but it feedbacked a strange result, which is unacceptable and unwilling to see.
More detailed info please see the minimal project

P.S. Only under PathFollower2D, you add a RemoteTransformer2D that linked to a Tilemap can the tiles move as usual with `collision_animatable` on.

### Steps to reproduce

In the minimal reproduction project:

1. Make the `collision_animatable` of Tilemap and run the project, and you can see the tilemap moves as usual
2. Then tick on the property and run the game again, in which you can see the tilemap stuck at (0, 0) permanently.

### Minimal reproduction project

[bug report.zip](https://github.com/godotengine/godot/files/12094949/bug.report.zip)
virtual void move_terrain_set(int p_from_index, int p_to_pos){};
	virtual void remove_terrain_set(int p_index){};
	virtual void add_terrain(int p_terrain_set, int p_index){};
	virtual void move_terrain(int p_terrain_set, int p_from_index, int p_to_pos){};
	virtual void remove_terrain(int p_terrain_set, int p_index){};
	virtual void add_navigation_layer(int p_index){};
	virtual void move_navigation_layer(int p_from_index, int p_to_pos){};
	virtual void remove_navigation_layer(int p_index){};
	virtual void add_custom_data_layer(int p_index){};
	virtual void move_custom_data_layer(int p_from_index, int p_to_pos){};
	virtual void remove_custom_data_layer(int p_index){};
	virtual void reset_state() override;
	
	virtual int get_tiles_count() const = 0;
	virtual Vector2i get_tile_id(int tile_index) const = 0;
	virtual bool has_tile(Vector2i p_atlas_coords) const = 0;
	
	virtual int get_alternative_tiles_count(const Vector2i p_atlas_coords) const = 0;
	virtual int get_alternative_tile_id(const Vector2i p_atlas_coords, int p_index) const = 0;
	virtual bool has_alternative_tile(const Vector2i p_atlas_coords, int p_alternative_tile) const = 0;
};
class TileSetAtlasSource : public TileSetSource {
	GDCLASS(TileSetAtlasSource, TileSetSource);
public:
	enum TileAnimationMode {
		TILE_ANIMATION_MODE_DEFAULT,
		TILE_ANIMATION_MODE_RANDOM_START_TIMES,
		TILE_ANIMATION_MODE_MAX,
	};
private: