### 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)

return vformat("Constraint {pos:%s, bit:%d, terrain:%d, priority:%d}", base_cell_coords, bit, terrain, priority);
	}
	Vector2i get_base_cell_coords() const {
		return base_cell_coords;
	}
	bool is_center_bit() const {
		return bit == 0;
	}
	HashMap<Vector2i, TileSet::CellNeighbor> get_overlapping_coords_and_peering_bits() const;
	void set_terrain(int p_terrain) {
		terrain = p_terrain;
	}
	int get_terrain() const {
		return terrain;
	}
	void set_priority(int p_priority) {
		priority = p_priority;
	}
	int get_priority() const {
		return priority;
	}
	TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, int p_terrain); 
	TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, const TileSet::CellNeighbor &p_bit, int p_terrain); 
	TerrainConstraint(){};
};
#ifdef DEBUG_ENABLED
class DebugQuadrant;