### 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)

p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_SIDE ||
					p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE ||
					p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE ||
					p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_SIDE ||
					p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE;
		}
	}
}
Vector2i TileMap::get_neighbor_cell(const Vector2i &p_coords, TileSet::CellNeighbor p_cell_neighbor) const {
	ERR_FAIL_COND_V(!tile_set.is_valid(), p_coords);
	TileSet::TileShape shape = tile_set->get_tile_shape();
	if (shape == TileSet::TILE_SHAPE_SQUARE) {
		switch (p_cell_neighbor) {
			case TileSet::CELL_NEIGHBOR_RIGHT_SIDE:
				return p_coords + Vector2i(1, 0);
			case TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_CORNER:
				return p_coords + Vector2i(1, 1);
			case TileSet::CELL_NEIGHBOR_BOTTOM_SIDE:
				return p_coords + Vector2i(0, 1);
			case TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_CORNER:
				return p_coords + Vector2i(-1, 1);
			case TileSet::CELL_NEIGHBOR_LEFT_SIDE:
				return p_coords + Vector2i(-1, 0);
			case TileSet::CELL_NEIGHBOR_TOP_LEFT_CORNER:
				return p_coords + Vector2i(-1, -1);
			case TileSet::CELL_NEIGHBOR_TOP_SIDE:
				return p_coords + Vector2i(0, -1);
			case TileSet::CELL_NEIGHBOR_TOP_RIGHT_CORNER:
				return p_coords + Vector2i(1, -1);
			default: