### 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)

#ifndef TILE_MAP_H
#define TILE_MAP_H
#include "scene/2d/node_2d.h"
#include "scene/gui/control.h"
#include "scene/resources/tile_set.h"
class TileSetAtlasSource;
class TerrainConstraint {
private:
	const TileMap *tile_map = nullptr;
	Vector2i base_cell_coords;
	int bit = -1;
	int terrain = -1;
	int priority = 1;
public:
	bool operator<(const TerrainConstraint &p_other) const {
		if (base_cell_coords == p_other.base_cell_coords) {
			return bit < p_other.bit;
		}
		return base_cell_coords < p_other.base_cell_coords;
	}
	String to_string() const {