### 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_READ_THREAD_GUARD_V(GROW_DIRECTION_BEGIN);
	return data.h_grow;
}
void Control::set_v_grow_direction(GrowDirection p_direction) {
	ERR_MAIN_THREAD_GUARD;
	if (data.v_grow == p_direction) {
		return;
	}
	ERR_FAIL_INDEX((int)p_direction, 3);
	data.v_grow = p_direction;
	_size_changed();
}
Control::GrowDirection Control::get_v_grow_direction() const {
	ERR_READ_THREAD_GUARD_V(GROW_DIRECTION_BEGIN);
	return data.v_grow;
}
void Control::_compute_anchors(Rect2 p_rect, const real_t p_offsets[4], real_t (&r_anchors)[4]) {
	Size2 parent_rect_size = get_parent_anchorable_rect().size;
	ERR_FAIL_COND(parent_rect_size.x == 0.0);
	ERR_FAIL_COND(parent_rect_size.y == 0.0);
	real_t x = p_rect.position.x;
	if (is_layout_rtl()) {
		x = parent_rect_size.x - x - p_rect.size.x;
	}
	r_anchors[0] = (x - p_offsets[0]) / parent_rect_size.x;
	r_anchors[1] = (p_rect.position.y - p_offsets[1]) / parent_rect_size.y;
	r_anchors[2] = (x + p_rect.size.x - p_offsets[2]) / parent_rect_size.x;
	r_anchors[3] = (p_rect.position.y + p_rect.size.y - p_offsets[3]) / parent_rect_size.y;
}
void Control::_compute_offsets(Rect2 p_rect, const real_t p_anchors[4], real_t (&r_offsets)[4]) {