### 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)

}
					
					r_cell_data.bodies[tile_set_physics_layer] = body;
				}
				return;
			}
		}
	}
	
	_physics_clear_cell(r_cell_data);
}
#ifdef DEBUG_ENABLED
void TileMapLayer::_physics_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data) {
	
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	ERR_FAIL_COND(!tile_set.is_valid());
	if (!tile_map_node->get_tree()) {
		return;
	}
	bool show_collision = false;
	switch (tile_map_node->get_collision_visibility_mode()) {
		case TileMap::VISIBILITY_MODE_DEFAULT:
			show_collision = !Engine::get_singleton()->is_editor_hint() && tile_map_node->get_tree()->is_debugging_collisions_hint();
			break;
		case TileMap::VISIBILITY_MODE_FORCE_HIDE:
			show_collision = false;
			break;
		case TileMap::VISIBILITY_MODE_FORCE_SHOW:
			show_collision = true;
			break;