### 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)

} else if (p_what == DIRTY_FLAGS_TILE_MAP_LOCAL_XFORM) {
		
		if (tile_map_node->is_inside_tree() && tile_map_node->is_collision_animatable() && !in_editor) {
			for (KeyValue<Vector2i, CellData> &kv : tile_map) {
				const CellData &cell_data = kv.value;
				for (RID body : cell_data.bodies) {
					if (body.is_valid()) {
						Transform2D xform(0, tile_map_node->map_to_local(bodies_coords[body]));
						xform = gl_transform * xform;
						ps->body_set_state(body, PhysicsServer2D::BODY_STATE_TRANSFORM, xform);
					}
				}
			}
		}
	} else if (p_what == DIRTY_FLAGS_TILE_MAP_IN_TREE) {
		
		if (tile_map_node->is_inside_tree()) {
			RID space = tile_map_node->get_world_2d()->get_space();
			for (KeyValue<Vector2i, CellData> &kv : tile_map) {
				const CellData &cell_data = kv.value;
				for (RID body : cell_data.bodies) {
					if (body.is_valid()) {
						ps->body_set_space(body, space);
					}
				}
			}
		}
	}
}
void TileMapLayer::_physics_clear_cell(CellData &r_cell_data) {