### 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)

for (int i = 0; i < kv.value->canvas_items.size(); i++) {
				const RID &ci = kv.value->canvas_items[i];
				if (ci.is_valid()) {
					rs->free(ci);
				}
			}
			kv.value->cells.clear();
		}
		rendering_quadrant_map.clear();
		_rendering_was_cleaned_up = true;
	}
	if (!forced_cleanup) {
		
		if (dirty.flags[DIRTY_FLAGS_TILE_MAP_TILE_SET] || _rendering_was_cleaned_up) {
			
			for (KeyValue<Vector2i, CellData> &kv : tile_map) {
				CellData &cell_data = kv.value;
				_rendering_quadrants_update_cell(cell_data, dirty_rendering_quadrant_list);
			}
		} else {
			
			for (SelfList<CellData> *cell_data_list_element = dirty.cell_list.first(); cell_data_list_element; cell_data_list_element = cell_data_list_element->next()) {
				CellData &cell_data = *cell_data_list_element->self();
				_rendering_quadrants_update_cell(cell_data, dirty_rendering_quadrant_list);
			}
		}
		
		for (SelfList<RenderingQuadrant> *quadrant_list_element = dirty_rendering_quadrant_list.first(); quadrant_list_element;) {
			SelfList<RenderingQuadrant> *next_quadrant_list_element = quadrant_list_element->next(); 
			const Ref<RenderingQuadrant> &rendering_quadrant = quadrant_list_element->self();