### 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)

}
	}
	
	double overlapping_ratio = 1.0;
	if (tile_offset_axis == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
		if (tile_shape == TileSet::TILE_SHAPE_ISOMETRIC) {
			overlapping_ratio = 0.5;
		} else if (tile_shape == TileSet::TILE_SHAPE_HEXAGON) {
			overlapping_ratio = 0.75;
		}
		ret.y *= overlapping_ratio;
	} else { 
		if (tile_shape == TileSet::TILE_SHAPE_ISOMETRIC) {
			overlapping_ratio = 0.5;
		} else if (tile_shape == TileSet::TILE_SHAPE_HEXAGON) {
			overlapping_ratio = 0.75;
		}
		ret.x *= overlapping_ratio;
	}
	return (ret + Vector2(0.5, 0.5)) * tile_set->get_tile_size();
}
Vector2i TileMap::local_to_map(const Vector2 &p_local_position) const {
	ERR_FAIL_COND_V(!tile_set.is_valid(), Vector2i());
	Vector2 ret = p_local_position;
	ret /= tile_set->get_tile_size();
	TileSet::TileShape tile_shape = tile_set->get_tile_shape();
	TileSet::TileOffsetAxis tile_offset_axis = tile_set->get_tile_offset_axis();
	TileSet::TileLayout tile_layout = tile_set->get_tile_layout();
	
	double overlapping_ratio = 1.0;