### 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)

if (p_tileset == tile_set) {
		return;
	}
	
	if (tile_set.is_valid()) {
		tile_set->disconnect_changed(callable_mp(this, &TileMap::_tile_set_changed));
	}
	tile_set = p_tileset;
	if (tile_set.is_valid()) {
		tile_set->connect_changed(callable_mp(this, &TileMap::_tile_set_changed));
	}
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_TILE_SET);
	}
	emit_signal(CoreStringNames::get_singleton()->changed);
}
Ref<TileSet> TileMap::get_tileset() const {