### 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)

ERR_FAIL_INDEX(polygon[j], navigation_polygon_vertices.size());
								debug_polygon_vertices.write[j] = navigation_polygon_vertices[polygon[j]];
							}
							
							Color random_variation_color = debug_face_color;
							if (enabled_geometry_face_random_color) {
								random_variation_color.set_hsv(
										debug_face_color.get_h() + rand.random(-1.0, 1.0) * 0.1,
										debug_face_color.get_s(),
										debug_face_color.get_v() + rand.random(-1.0, 1.0) * 0.2);
							}
							random_variation_color.a = debug_face_color.a;
							Vector<Color> debug_face_colors;
							debug_face_colors.push_back(random_variation_color);
							rs->canvas_item_add_polygon(p_canvas_item, debug_polygon_vertices, debug_face_colors);
							if (enabled_edge_lines) {
								Vector<Color> debug_edge_colors;
								debug_edge_colors.push_back(debug_edge_color);
								debug_polygon_vertices.push_back(debug_polygon_vertices[0]); 
								rs->canvas_item_add_polyline(p_canvas_item, debug_polygon_vertices, debug_edge_colors);
							}
						}
					}
				}
			}
		}
	}
}
#endif 
void TileMapLayer::_scenes_update() {