### Tested versions

- First reproducible in: v4.2.dev5.official [e3e2528ba]
- Reproducible in: v4.2.stable.official [46dc27791], v4.2.dev5.official [e3e2528ba], v4.2.dev6.official [57a6813bb]
- Not reproducible in: v4.1.3.stable.official [f06b6836a], v4.2.dev1.official [0c2144da9], v4.2.dev2.official [da81ca62a], v4.2.dev3.official [013e8e3af], v4.2.dev4.official [549fcce5f]

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.4617) - Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz (6 Threads)

### Issue description

The `TileSet` `set_occlusion_layer_light_mask` method does not properly update the `TileSet`'s light mask, causing shadows to still be cast by the `TileSet` even when the light mask is changed using the method to a mask different from a given light source (or even an empty light mask). In v4.1.3.stable.official [f06b6836a] this method was working properly.

### Steps to reproduce

- Download and open the `MRPSetOcclusionLayerTileSet_4.2-stable` project folder using one of the reproducible Godot versions noted above.
- Run the project, and press the spacebar key. This will toggle the occlusion layer light mask value of the on-screen `TileMap`'s `TileSet` occlusion light mask between 0 and 1. You will see that the `TileMap` still casts shadows regardless of the new value of its `TileSets`'s occlusion layer light mask.

### Minimal reproduction project (MRP)

[MRPSetOcclusionLayerTileSetBug.zip](https://github.com/godotengine/godot/files/13592741/MRPSetOcclusionLayerTileSetBug.zip)

} else if (p_what == DIRTY_FLAGS_TILE_MAP_LOCAL_XFORM) {
		
		if (tile_map_node->is_inside_tree() && tile_map_node->is_collision_animatable() && !in_editor) {
			for (KeyValue<Vector2i, CellData> &kv : tile_map) {
				const CellData &cell_data = kv.value;
				for (RID body : cell_data.bodies) {
					if (body.is_valid()) {
						Transform2D xform(0, tile_map_node->map_to_local(bodies_coords[body]));
						xform = gl_transform * xform;
						ps->body_set_state(body, PhysicsServer2D::BODY_STATE_TRANSFORM, xform);
					}
				}
			}
		}
	} else if (p_what == DIRTY_FLAGS_TILE_MAP_IN_TREE) {
		
		if (tile_map_node->is_inside_tree()) {
			RID space = tile_map_node->get_world_2d()->get_space();
			for (KeyValue<Vector2i, CellData> &kv : tile_map) {
				const CellData &cell_data = kv.value;
				for (RID body : cell_data.bodies) {
					if (body.is_valid()) {
						ps->body_set_space(body, space);
					}
				}
			}
		}
	}
}
void TileMapLayer::_physics_clear_cell(CellData &r_cell_data) {