What I might try is using Area2D nodes on the fire blocks to detect if the player is near/on them, and then the area_entered
signal to detect if the KinematicBody2D has collided with it. You'll need to make the CollisionShape2D of the Area2D slightly larger than the CollisionShape2D it uses for collision so it sticks out just a bit, as otherwise it won't be hit by the player, but after that I think it should work.
If that does not work, then I'm not sure right off, but there is likely another solution. There may also be a way to use GetSlideCollision
or the collision data from the KinematicBody2D as well, but I'm not sure what it would be right now.