### 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)

if (navigation_polygon.is_valid() && (navigation_polygon->get_polygon_count() > 0 || navigation_polygon->get_outline_count() > 0)) {
						
						Transform2D tile_transform;
						tile_transform.set_origin(tile_map_node->map_to_local(r_cell_data.coords));
						if (!region.is_valid()) {
							region = ns->region_create();
						}
						ns->region_set_owner_id(region, tile_map_node->get_instance_id());
						ns->region_set_map(region, navigation_map);
						ns->region_set_transform(region, tilemap_xform * tile_transform);
						ns->region_set_navigation_layers(region, tile_set->get_navigation_layer_layers(navigation_layer_index));
						ns->region_set_navigation_polygon(region, navigation_polygon);
					} else {
						
						if (region.is_valid()) {
							ns->region_set_map(region, RID());
							ns->free(region);
							region = RID();
						}
					}
				}
				return;
			}
		}
	}
	
	_navigation_clear_cell(r_cell_data);
}
#ifdef DEBUG_ENABLED
void TileMapLayer::_navigation_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data) {