### 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 z_index;
}
void TileMapLayer::set_navigation_enabled(bool p_enabled) {
	if (navigation_enabled == p_enabled) {
		return;
	}
	navigation_enabled = p_enabled;
	dirty.flags[DIRTY_FLAGS_LAYER_NAVIGATION_ENABLED] = true;
	tile_map_node->queue_internal_update();
	tile_map_node->emit_signal(CoreStringNames::get_singleton()->changed);
}
bool TileMapLayer::is_navigation_enabled() const {
	return navigation_enabled;
}
void TileMapLayer::set_navigation_map(RID p_map) {
	ERR_FAIL_COND_MSG(!tile_map_node->is_inside_tree(), "A TileMap navigation map can only be changed while inside the SceneTree.");
	navigation_map = p_map;
	uses_world_navigation_map = p_map == tile_map_node->get_world_2d()->get_navigation_map();
}
RID TileMapLayer::get_navigation_map() const {
	if (navigation_map.is_valid()) {
		return navigation_map;
	}
	return RID();
}
void TileMapLayer::fix_invalid_tiles() {