### 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)

break;
				case 3:
					output[base_cell_coords] = TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_CORNER;
					output[tile_map->get_neighbor_cell(base_cell_coords, TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE)] = TileSet::CELL_NEIGHBOR_LEFT_CORNER;
					output[tile_map->get_neighbor_cell(base_cell_coords, TileSet::CELL_NEIGHBOR_BOTTOM_SIDE)] = TileSet::CELL_NEIGHBOR_TOP_LEFT_CORNER;
					break;
				case 4:
					output[base_cell_coords] = TileSet::CELL_NEIGHBOR_BOTTOM_SIDE;
					output[tile_map->get_neighbor_cell(base_cell_coords, TileSet::CELL_NEIGHBOR_BOTTOM_SIDE)] = TileSet::CELL_NEIGHBOR_TOP_SIDE;
					break;
				case 5:
					output[base_cell_coords] = TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE;
					output[tile_map->get_neighbor_cell(base_cell_coords, TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE)] = TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE;
					break;
				default:
					ERR_FAIL_V(output);
			}
		}
	}
	return output;
}
TerrainConstraint::TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, int p_terrain) {
	tile_map = p_tile_map;
	Ref<TileSet> ts = tile_map->get_tileset();
	ERR_FAIL_COND(!ts.is_valid());
	bit = 0;
	base_cell_coords = p_position;
	terrain = p_terrain;
}
TerrainConstraint::TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, const TileSet::CellNeighbor &p_bit, int p_terrain) {