### Tested versions

- First reproducible in: v4.2.dev5.official [e3e2528ba]
- Reproducible in: v4.2.stable.official [46dc27791], v4.2.dev5.official [e3e2528ba], v4.2.dev6.official [57a6813bb]
- Not reproducible in: v4.1.3.stable.official [f06b6836a], v4.2.dev1.official [0c2144da9], v4.2.dev2.official [da81ca62a], v4.2.dev3.official [013e8e3af], v4.2.dev4.official [549fcce5f]

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.4617) - Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz (6 Threads)

### Issue description

The `TileSet` `set_occlusion_layer_light_mask` method does not properly update the `TileSet`'s light mask, causing shadows to still be cast by the `TileSet` even when the light mask is changed using the method to a mask different from a given light source (or even an empty light mask). In v4.1.3.stable.official [f06b6836a] this method was working properly.

### Steps to reproduce

- Download and open the `MRPSetOcclusionLayerTileSet_4.2-stable` project folder using one of the reproducible Godot versions noted above.
- Run the project, and press the spacebar key. This will toggle the occlusion layer light mask value of the on-screen `TileMap`'s `TileSet` occlusion light mask between 0 and 1. You will see that the `TileMap` still casts shadows regardless of the new value of its `TileSets`'s occlusion layer light mask.

### Minimal reproduction project (MRP)

[MRPSetOcclusionLayerTileSetBug.zip](https://github.com/godotengine/godot/files/13592741/MRPSetOcclusionLayerTileSetBug.zip)

ERR_FAIL_INDEX(polygon[j], navigation_polygon_vertices.size());
								debug_polygon_vertices.write[j] = navigation_polygon_vertices[polygon[j]];
							}
							
							Color random_variation_color = debug_face_color;
							if (enabled_geometry_face_random_color) {
								random_variation_color.set_hsv(
										debug_face_color.get_h() + rand.random(-1.0, 1.0) * 0.1,
										debug_face_color.get_s(),
										debug_face_color.get_v() + rand.random(-1.0, 1.0) * 0.2);
							}
							random_variation_color.a = debug_face_color.a;
							Vector<Color> debug_face_colors;
							debug_face_colors.push_back(random_variation_color);
							rs->canvas_item_add_polygon(p_canvas_item, debug_polygon_vertices, debug_face_colors);
							if (enabled_edge_lines) {
								Vector<Color> debug_edge_colors;
								debug_edge_colors.push_back(debug_edge_color);
								debug_polygon_vertices.push_back(debug_polygon_vertices[0]); 
								rs->canvas_item_add_polyline(p_canvas_item, debug_polygon_vertices, debug_edge_colors);
							}
						}
					}
				}
			}
		}
	}
}
#endif 
void TileMapLayer::_scenes_update() {