### Godot version

4.1 beta1

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

When I change tile source, the view is initialized at a wrong position. After scrolling it for the first time, the position gets re-adjusted.

https://github.com/godotengine/godot/assets/2223172/830cef4a-10f0-4fa5-9172-e7f8015330eb

It wasn't happening before.

### Steps to reproduce

1. Create a TileMap with TileSet
2. Add a sufficiently big tile atlas source
3. Add another source, so that you can switch between the 2
4. Switch to the other source and then to the big one
5. Scroll

### Minimal reproduction project

The texture from the video: https://github.com/godotengine/godot/assets/2223172/7ac78271-84d0-48ab-ae28-45841e2e0880
ERR_MAIN_THREAD_GUARD;
	ERR_FAIL_COND(!is_inside_tree());
	get_viewport()->warp_mouse(get_global_transform_with_canvas().xform(p_position));
}
void Control::set_shortcut_context(const Node *p_node) {
	ERR_MAIN_THREAD_GUARD;
	if (p_node != nullptr) {
		data.shortcut_context = p_node->get_instance_id();
	} else {
		data.shortcut_context = ObjectID();
	}
}
Node *Control::get_shortcut_context() const {
	ERR_READ_THREAD_GUARD_V(nullptr);
	Object *ctx_obj = ObjectDB::get_instance(data.shortcut_context);
	Node *ctx_node = Object::cast_to<Node>(ctx_obj);
	return ctx_node;
}
bool Control::is_focus_owner_in_shortcut_context() const {
	ERR_READ_THREAD_GUARD_V(false);
	if (data.shortcut_context == ObjectID()) {
		
		return true;
	}
	const Node *ctx_node = get_shortcut_context();
	const Control *vp_focus = get_viewport() ? get_viewport()->gui_get_focus_owner() : nullptr;
	
	return ctx_node && vp_focus && (ctx_node == vp_focus || ctx_node->is_ancestor_of(vp_focus));
}
void Control::set_drag_forwarding(const Callable &p_drag, const Callable &p_can_drop, const Callable &p_drop) {