### 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)

DIRTY_FLAGS_TILE_MAP_QUADRANT_SIZE,
		DIRTY_FLAGS_TILE_MAP_COLLISION_ANIMATABLE,
		DIRTY_FLAGS_TILE_MAP_COLLISION_VISIBILITY_MODE,
		DIRTY_FLAGS_TILE_MAP_NAVIGATION_VISIBILITY_MODE,
		DIRTY_FLAGS_TILE_MAP_Y_SORT_ENABLED,
		DIRTY_FLAGS_TILE_MAP_RUNTIME_UPDATE,
		DIRTY_FLAGS_MAX,
	};
private:
	
	String name;
	bool enabled = true;
	Color modulate = Color(1, 1, 1, 1);
	bool y_sort_enabled = false;
	int y_sort_origin = 0;
	int z_index = 0;
	bool navigation_enabled = true;
	RID navigation_map;
	bool uses_world_navigation_map = false;
	
	TileMap *tile_map_node = nullptr;
	int layer_index_in_tile_map_node = -1;
	RID canvas_item;
	HashMap<Vector2i, CellData> tile_map;
	
	struct {
		bool flags[DIRTY_FLAGS_MAX] = { false };
		SelfList<CellData>::List cell_list;
	} dirty;
	bool in_destructor = false;