### 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)

r_dirty_rendering_quadrant_list.add(&r_cell_data.rendering_quadrant->dirty_quadrant_list_element);
			}
		}
		
		if (r_cell_data.rendering_quadrant_list_element.in_list()) {
			r_cell_data.rendering_quadrant_list_element.remove_from_list();
		}
		
		r_cell_data.rendering_quadrant = rendering_quadrant;
		r_cell_data.rendering_quadrant->cells.add(&r_cell_data.rendering_quadrant_list_element);
		
		if (!rendering_quadrant->dirty_quadrant_list_element.in_list()) {
			r_dirty_rendering_quadrant_list.add(&rendering_quadrant->dirty_quadrant_list_element);
		}
	} else {
		Ref<RenderingQuadrant> rendering_quadrant = r_cell_data.rendering_quadrant;
		
		r_cell_data.rendering_quadrant = Ref<RenderingQuadrant>();
		if (r_cell_data.rendering_quadrant_list_element.in_list()) {
			rendering_quadrant->cells.remove(&r_cell_data.rendering_quadrant_list_element);
		}
		if (rendering_quadrant.is_valid()) {
			
			if (!rendering_quadrant->dirty_quadrant_list_element.in_list()) {
				r_dirty_rendering_quadrant_list.add(&rendering_quadrant->dirty_quadrant_list_element);
			}
		}
	}
}
void TileMapLayer::_rendering_occluders_clear_cell(CellData &r_cell_data) {