### 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 (!tile_set_atlas_source.is_valid()) {
		return false;
	}
	if (p_name == "id") {
		r_ret = get_id();
		return true;
	}
	String name = p_name;
	if (name == "name") {
		
		name = "resource_name";
	}
	bool valid = false;
	r_ret = tile_set_atlas_source->get(name, &valid);
	return valid;
}
void TileSetAtlasSourceEditor::TileSetAtlasSourceProxyObject::_get_property_list(List<PropertyInfo> *p_list) const {
	p_list->push_back(PropertyInfo(Variant::NIL, TTR("Atlas"), PROPERTY_HINT_NONE, String(), PROPERTY_USAGE_CATEGORY));
	p_list->push_back(PropertyInfo(Variant::INT, PNAME("id"), PROPERTY_HINT_RANGE, "0," + itos(INT_MAX) + ",1"));
	p_list->push_back(PropertyInfo(Variant::STRING, PNAME("name")));
	p_list->push_back(PropertyInfo(Variant::OBJECT, PNAME("texture"), PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"));
	p_list->push_back(PropertyInfo(Variant::VECTOR2I, PNAME("margins"), PROPERTY_HINT_NONE, "suffix:px"));
	p_list->push_back(PropertyInfo(Variant::VECTOR2I, PNAME("separation"), PROPERTY_HINT_NONE, "suffix:px"));
	p_list->push_back(PropertyInfo(Variant::VECTOR2I, PNAME("texture_region_size"), PROPERTY_HINT_NONE, "suffix:px"));
	p_list->push_back(PropertyInfo(Variant::BOOL, PNAME("use_texture_padding")));
}
void TileSetAtlasSourceEditor::TileSetAtlasSourceProxyObject::_bind_methods() {