### Godot version

4.2

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 31.0.21001.45002) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

Tiles with light occluders still show shadows, when replacing them by code (set_cell) with a not occluding tile.
This does not happen when they are replaced with an empty cell (cell_id = -1) or erase_cell.

### Steps to reproduce

Make a new project with a Tilemap2D and a PointLight2D
Make 2 Tiles: One with an occluder and one without
Make the tiles placed by code.
Replace an occluding tile with a non occluding

### Minimal reproduction project

[TestForTilemap.zip](https://github.com/godotengine/godot/files/13539067/TestForTilemap.zip)

bool in_top_right_triangle = (in_tile_pos - Vector2(0.5, 0.0)).cross(Vector2(0.5, 1.0 / overlapping_ratio - 1)) > 0;
			switch (tile_layout) {
				case TileSet::TILE_LAYOUT_STACKED:
					ret = ret.floor();
					if (in_top_left_triangle) {
						ret += Vector2i(Math::posmod(Math::floor(ret.y), 2) ? 0 : -1, -1);
					} else if (in_top_right_triangle) {
						ret += Vector2i(Math::posmod(Math::floor(ret.y), 2) ? 1 : 0, -1);
					}
					break;
				case TileSet::TILE_LAYOUT_STACKED_OFFSET:
					ret = ret.floor();
					if (in_top_left_triangle) {
						ret += Vector2i(Math::posmod(Math::floor(ret.y), 2) ? -1 : 0, -1);
					} else if (in_top_right_triangle) {
						ret += Vector2i(Math::posmod(Math::floor(ret.y), 2) ? 0 : 1, -1);
					}
					break;
				case TileSet::TILE_LAYOUT_STAIRS_RIGHT:
					ret = Vector2(ret.x - ret.y / 2, ret.y).floor();
					if (in_top_left_triangle) {
						ret += Vector2i(0, -1);
					} else if (in_top_right_triangle) {
						ret += Vector2i(1, -1);
					}
					break;
				case TileSet::TILE_LAYOUT_STAIRS_DOWN:
					ret = Vector2(ret.x * 2, ret.y / 2 - ret.x).floor();
					if (in_top_left_triangle) {
						ret += Vector2i(-1, 0);