### 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 (shape == TileSet::TILE_SHAPE_SQUARE) {
		around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_RIGHT_SIDE));
		around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_SIDE));
		around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_LEFT_SIDE));
		around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_SIDE));
	} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC) {
		around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE));
		around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE));
		around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE));
		around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE));
	} else {
		if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_RIGHT_SIDE));
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE));
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE));
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_LEFT_SIDE));
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE));
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE));
		} else {
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE));
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_SIDE));
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE));
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE));
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_SIDE));
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE));
		}
	}
	return around;
}
void TileMap::draw_cells_outline(Control *p_control, const RBSet<Vector2i> &p_cells, Color p_color, Transform2D p_transform) {