### 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)

HashMap<Vector2i, TileSet::TerrainsPattern> output;
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	ERR_FAIL_COND_V(!tile_set.is_valid(), output);
	ERR_FAIL_INDEX_V(p_terrain_set, tile_set->get_terrain_sets_count(), output);
	
	Vector<TileSet::CellNeighbor> neighbor_list;
	for (int i = 0; i < p_coords_array.size() - 1; i++) {
		
		TileSet::CellNeighbor found_bit = TileSet::CELL_NEIGHBOR_MAX;
		for (int j = 0; j < TileSet::CELL_NEIGHBOR_MAX; j++) {
			TileSet::CellNeighbor bit = TileSet::CellNeighbor(j);
			if (tile_map_node->is_existing_neighbor(bit)) {
				if (tile_map_node->get_neighbor_cell(p_coords_array[i], bit) == p_coords_array[i + 1]) {
					found_bit = bit;
					break;
				}
			}
		}
		ERR_FAIL_COND_V_MSG(found_bit == TileSet::CELL_NEIGHBOR_MAX, output, vformat("Invalid terrain path, %s is not a neighboring tile of %s", p_coords_array[i + 1], p_coords_array[i]));
		neighbor_list.push_back(found_bit);
	}
	
	Vector<Vector2i> can_modify_list;
	RBSet<Vector2i> can_modify_set;