### 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)

TILEMAP_CALL_FOR_LAYER_V(p_layer, TypedArray<Vector2i>(), get_used_cells);
}
TypedArray<Vector2i> TileMap::get_used_cells_by_id(int p_layer, int p_source_id, const Vector2i p_atlas_coords, int p_alternative_tile) const {
	TILEMAP_CALL_FOR_LAYER_V(p_layer, TypedArray<Vector2i>(), get_used_cells_by_id, p_source_id, p_atlas_coords, p_alternative_tile);
}
Rect2i TileMap::get_used_rect() const {
	
	bool first = true;
	Rect2i rect = Rect2i();
	for (const Ref<TileMapLayer> &layer : layers) {
		Rect2i layer_rect = layer->get_used_rect();
		if (layer_rect == Rect2i()) {
			continue;
		}
		if (first) {
			rect = layer_rect;
			first = false;
		} else {
			rect = rect.merge(layer_rect);
		}
	}
	return rect;
}
void TileMap::set_light_mask(int p_light_mask) {