### Tested versions

Reproducible in 4.2-stable 

### System information

Godot v4.2.stable (46dc27791) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.1640) - AMD Ryzen 7 4800H with Radeon Graphics (16 Threads)

### Issue description

If you have a tile_set with an occlusion layer, and you remove a tile with an occlusion shape at runtime, the occlusion shape will remain.

![image](https://github.com/godotengine/godot/assets/6132794/c9eed82b-94c4-4654-b33a-1a9c5be4d45c)

![image](https://github.com/godotengine/godot/assets/6132794/c43cc34b-d307-416e-8e3f-bf49d1421ae7)



### Steps to reproduce

- Setup a scene with CanvasModulate and a 2D Light
- Create a tilemap & tileset
- Add an occlusion layer
- Give one or more tiles an occlusion shape
- Make a script run sometime during process to randomly remove and add the tiles with occlusion shapes, and tiles without.
You should now see errant shadows.

Or, in the MRP, just play the scene and you should see the problem once tiles alternate.

### Minimal reproduction project (MRP)

[OccluderProblem.zip](https://github.com/godotengine/godot/files/13552364/OccluderProblem.zip)

void _physics_notify_tilemap_change(DirtyFlags p_what);
	void _physics_clear_cell(CellData &r_cell_data);
	void _physics_update_cell(CellData &r_cell_data);
#ifdef DEBUG_ENABLED
	void _physics_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
#endif 
	bool _navigation_was_cleaned_up = false;
	void _navigation_update();
	void _navigation_clear_cell(CellData &r_cell_data);
	void _navigation_update_cell(CellData &r_cell_data);
#ifdef DEBUG_ENABLED
	void _navigation_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
#endif 
	bool _scenes_was_cleaned_up = false;
	void _scenes_update();
	void _scenes_clear_cell(CellData &r_cell_data);
	void _scenes_update_cell(CellData &r_cell_data);
#ifdef DEBUG_ENABLED
	void _scenes_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
#endif 
	
	TileSet::TerrainsPattern _get_best_terrain_pattern_for_constraints(int p_terrain_set, const Vector2i &p_position, const RBSet<TerrainConstraint> &p_constraints, TileSet::TerrainsPattern p_current_pattern);
	RBSet<TerrainConstraint> _get_terrain_constraints_from_added_pattern(const Vector2i &p_position, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern) const;
	RBSet<TerrainConstraint> _get_terrain_constraints_from_painted_cells_list(const RBSet<Vector2i> &p_painted, int p_terrain_set, bool p_ignore_empty_terrains) const;
public:
	
	void set_tile_map(TileMap *p_tile_map);
	void set_layer_index_in_tile_map_node(int p_index);
	
	Rect2 get_rect(bool &r_changed) const;