### 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
HashMap<Vector2i, List<const PropertyInfo *>> per_tile;
	for (const List<PropertyInfo>::Element *E_property = r_list.front(); E_property; E_property = E_property->next()) {
		Vector<String> components = String(E_property->get().name).split("/", true, 1);
		if (components.size() >= 1) {
			Vector<String> coord_arr = components[0].split(":");
			if (coord_arr.size() == 2 && coord_arr[0].is_valid_int() && coord_arr[1].is_valid_int()) {
				Vector2i coords = Vector2i(coord_arr[0].to_int(), coord_arr[1].to_int());
				per_tile[coords].push_back(&(E_property->get()));
			}
		}
	}
	return per_tile;
}
void TileSetAtlasSourceEditor::_menu_option(int p_option) {