Tiles do not have this. TileMaps work by batching all of the tile textures and collision polygons into one object.
When your KinematicBody2D collides with a TileMap, the collider that is returned is the TileMap itself. To detect what actual tile you collided with, you must translate the collision point to map coordinates, at which point you can retrieve the tile ID using
get_cellv(). See the Tilemap and TileSet docs for details on the available methods.
You can also see a detailed tutorial on this here:
Or, if you prefer video: