### 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)

polygon_cache[Pair<Ref<Resource>, int>(p_polygon, p_alternative_id)] = ret;
		return ret;
	}
	Ref<NavigationPolygon> nav = p_polygon;
	if (nav.is_valid()) {
		PackedVector2Array new_points = _get_transformed_vertices(nav->get_vertices(), p_alternative_id);
		Ref<NavigationPolygon> ret;
		ret.instantiate();
		ret->set_vertices(new_points);
		PackedInt32Array indices;
		indices.resize(new_points.size());
		int *w = indices.ptrw();
		for (int i = 0; i < new_points.size(); i++) {
			w[i] = i;
		}
		ret->add_polygon(indices);
		polygon_cache[Pair<Ref<Resource>, int>(p_polygon, p_alternative_id)] = ret;
		return ret;
	}
	Ref<OccluderPolygon2D> ocd = p_polygon;
	if (ocd.is_valid()) {
		Ref<OccluderPolygon2D> ret;
		ret.instantiate();
		ret->set_polygon(_get_transformed_vertices(ocd->get_polygon(), p_alternative_id));
		polygon_cache[Pair<Ref<Resource>, int>(p_polygon, p_alternative_id)] = ret;
		return ret;
	}
	return p_polygon;
}
PackedStringArray TileMap::get_configuration_warnings() const {