### 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)

bool show_navigation = false;
	switch (tile_map_node->get_navigation_visibility_mode()) {
		case TileMap::VISIBILITY_MODE_DEFAULT:
			show_navigation = !Engine::get_singleton()->is_editor_hint() && tile_map_node->get_tree()->is_debugging_navigation_hint();
			break;
		case TileMap::VISIBILITY_MODE_FORCE_HIDE:
			show_navigation = false;
			break;
		case TileMap::VISIBILITY_MODE_FORCE_SHOW:
			show_navigation = true;
			break;
	}
	if (!show_navigation) {
		return;
	}
	
	if (r_cell_data.navigation_regions.is_empty()) {
		return;
	}
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	RenderingServer *rs = RenderingServer::get_singleton();
	const NavigationServer2D *ns2d = NavigationServer2D::get_singleton();
	bool enabled_geometry_face_random_color = ns2d->get_debug_navigation_enable_geometry_face_random_color();
	bool enabled_edge_lines = ns2d->get_debug_navigation_enable_edge_lines();
	Color debug_face_color = ns2d->get_debug_navigation_geometry_face_color();
	Color debug_edge_color = ns2d->get_debug_navigation_geometry_edge_color();
	RandomPCG rand;