### 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)

const TileMapCell &c = r_cell_data.cell;
	TileSetSource *source;
	if (tile_set->has_source(c.source_id)) {
		source = *tile_set->get_source(c.source_id);
		if (source->has_tile(c.get_atlas_coords()) && source->has_alternative_tile(c.get_atlas_coords(), c.alternative_tile)) {
			TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
			if (atlas_source) {
				const TileData *tile_data;
				if (r_cell_data.runtime_tile_data_cache) {
					tile_data = r_cell_data.runtime_tile_data_cache;
				} else {
					tile_data = atlas_source->get_tile_data(c.get_atlas_coords(), c.alternative_tile);
				}
				Transform2D cell_to_quadrant;
				cell_to_quadrant.set_origin(tile_map_node->map_to_local(r_cell_data.coords) - p_quadrant_pos);
				rs->canvas_item_add_set_transform(p_canvas_item, cell_to_quadrant);
				for (int layer_index = 0; layer_index < tile_set->get_navigation_layers_count(); layer_index++) {
					Ref<NavigationPolygon> navigation_polygon = tile_data->get_navigation_polygon(layer_index);
					if (navigation_polygon.is_valid()) {
						navigation_polygon = tile_map_node->get_transformed_polygon(Ref<Resource>(navigation_polygon), c.alternative_tile);
						Vector<Vector2> navigation_polygon_vertices = navigation_polygon->get_vertices();
						if (navigation_polygon_vertices.size() < 3) {
							continue;
						}
						for (int i = 0; i < navigation_polygon->get_polygon_count(); i++) {
							
							Vector<int> polygon = navigation_polygon->get_polygon(i);
							Vector<Vector2> debug_polygon_vertices;
							debug_polygon_vertices.resize(polygon.size());
							for (int j = 0; j < polygon.size(); j++) {