### Tested versions

- First reproducible in: v4.2.dev5.official [e3e2528ba]
- Reproducible in: v4.2.stable.official [46dc27791], v4.2.dev5.official [e3e2528ba], v4.2.dev6.official [57a6813bb]
- Not reproducible in: v4.1.3.stable.official [f06b6836a], v4.2.dev1.official [0c2144da9], v4.2.dev2.official [da81ca62a], v4.2.dev3.official [013e8e3af], v4.2.dev4.official [549fcce5f]

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.4617) - Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz (6 Threads)

### Issue description

The `TileSet` `set_occlusion_layer_light_mask` method does not properly update the `TileSet`'s light mask, causing shadows to still be cast by the `TileSet` even when the light mask is changed using the method to a mask different from a given light source (or even an empty light mask). In v4.1.3.stable.official [f06b6836a] this method was working properly.

### Steps to reproduce

- Download and open the `MRPSetOcclusionLayerTileSet_4.2-stable` project folder using one of the reproducible Godot versions noted above.
- Run the project, and press the spacebar key. This will toggle the occlusion layer light mask value of the on-screen `TileMap`'s `TileSet` occlusion light mask between 0 and 1. You will see that the `TileMap` still casts shadows regardless of the new value of its `TileSets`'s occlusion layer light mask.

### Minimal reproduction project (MRP)

[MRPSetOcclusionLayerTileSetBug.zip](https://github.com/godotengine/godot/files/13592741/MRPSetOcclusionLayerTileSetBug.zip)

return collision_visibility_mode;
}
void TileMap::set_navigation_visibility_mode(TileMap::VisibilityMode p_show_navigation) {
	if (navigation_visibility_mode == p_show_navigation) {
		return;
	}
	navigation_visibility_mode = p_show_navigation;
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_NAVIGATION_VISIBILITY_MODE);
	}
	emit_signal(CoreStringNames::get_singleton()->changed);
}
TileMap::VisibilityMode TileMap::get_navigation_visibility_mode() {
	return navigation_visibility_mode;
}
void TileMap::set_y_sort_enabled(bool p_enable) {
	if (is_y_sort_enabled() == p_enable) {
		return;
	}
	Node2D::set_y_sort_enabled(p_enable);
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_Y_SORT_ENABLED);
	}
	emit_signal(CoreStringNames::get_singleton()->changed);
	update_configuration_warnings();
}
void TileMap::set_cell(int p_layer, const Vector2i &p_coords, int p_source_id, const Vector2i p_atlas_coords, int p_alternative_tile) {