### 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)

Vector2i neighbor = tile_map_node->get_neighbor_cell(coords, bit);
					if (cells_with_terrain_center_bit.has(neighbor)) {
						constraints.insert(c);
					}
				} else {
					
					HashMap<Vector2i, TileSet::CellNeighbor> overlapping_terrain_bits = c.get_overlapping_coords_and_peering_bits();
					bool valid = true;
					for (KeyValue<Vector2i, TileSet::CellNeighbor> kv : overlapping_terrain_bits) {
						if (!cells_with_terrain_center_bit.has(kv.key)) {
							valid = false;
							break;
						}
					}
					if (valid) {
						constraints.insert(c);
					}
				}
			}
		}
	}
	
	for (TerrainConstraint c : _get_terrain_constraints_from_painted_cells_list(painted_set, p_terrain_set, p_ignore_empty_terrains)) {
		constraints.insert(c);
	}
	
	output = terrain_fill_constraints(can_modify_list, p_terrain_set, constraints);
	return output;
}
HashMap<Vector2i, TileSet::TerrainsPattern> TileMapLayer::terrain_fill_path(const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains) {