### 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[p_what] = true;
	tile_map_node->queue_internal_update();
	_physics_notify_tilemap_change(p_what);
}
void TileMapLayer::internal_update() {
	
	
	_build_runtime_update_tile_data();
	
	_rendering_update();
	_physics_update();
	_navigation_update();
	_scenes_update();
#ifdef DEBUG_ENABLED
	_debug_update();