### 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)

GDCLASS(DebugQuadrant, RefCounted);
public:
	Vector2i quadrant_coords;
	SelfList<CellData>::List cells;
	RID canvas_item;
	SelfList<DebugQuadrant> dirty_quadrant_list_element;
	
	DebugQuadrant(const DebugQuadrant &p_other) :
			dirty_quadrant_list_element(this) {
		quadrant_coords = p_other.quadrant_coords;
		cells = p_other.cells;
		canvas_item = p_other.canvas_item;
	}
	DebugQuadrant() :
			dirty_quadrant_list_element(this) {
	}
	~DebugQuadrant() {
		cells.clear();
	}
};
#endif 
class RenderingQuadrant : public RefCounted {
	GDCLASS(RenderingQuadrant, RefCounted);
public:
	struct CoordsWorldComparator {
		_ALWAYS_INLINE_ bool operator()(const Vector2 &p_a, const Vector2 &p_b) const {