### 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
if (current_tile_data_editor) {
		
		for (int i = 0; i < tile_set_atlas_source->get_tiles_count(); i++) {
			Vector2i coords = tile_set_atlas_source->get_tile_id(i);
			Rect2i texture_region = tile_set_atlas_source->get_tile_texture_region(coords);
			Vector2i position = texture_region.get_center() + tile_set_atlas_source->get_tile_data(coords, 0)->get_texture_origin();
			Transform2D xform = tile_atlas_control->get_parent_control()->get_transform();
			xform.translate_local(position);
			if (tools_button_group->get_pressed_button() == tool_select_button && selection.has({ coords, 0 })) {
				continue;
			}
			TileMapCell cell;
			cell.source_id = tile_set_atlas_source_id;
			cell.set_atlas_coords(coords);
			cell.alternative_tile = 0;
			current_tile_data_editor->draw_over_tile(tile_atlas_control_unscaled, xform, cell);
		}
		
		if (tools_button_group->get_pressed_button() == tool_select_button) {
			for (const TileSelection &E : selection) {
				if (E.alternative != 0) {
					continue;
				}
				Rect2i texture_region = tile_set_atlas_source->get_tile_texture_region(E.tile);
				Vector2i position = texture_region.get_center() + tile_set_atlas_source->get_tile_data(E.tile, 0)->get_texture_origin();
				Transform2D xform = tile_atlas_control->get_parent_control()->get_transform();
				xform.translate_local(position);