### 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)

TileData *tile_data = atlas_source->get_tile_data(neighbor_cell.get_atlas_coords(), neighbor_cell.alternative_tile);
					if (tile_data && tile_data->get_terrain_set() == p_terrain_set) {
						neighbor_tile_data = tile_data;
					}
				}
			}
			int terrain = neighbor_tile_data ? neighbor_tile_data->get_terrain_peering_bit(TileSet::CellNeighbor(E_overlapping.value)) : -1;
			if (!p_ignore_empty_terrains || terrain >= 0) {
				if (!terrain_count.has(terrain)) {
					terrain_count[terrain] = 0;
				}
				terrain_count[terrain] += 1;
			}
		}
		
		int max = 0;
		int max_terrain = -1;
		for (const KeyValue<int, int> &E_terrain_count : terrain_count) {
			if (E_terrain_count.value > max) {
				max = E_terrain_count.value;
				max_terrain = E_terrain_count.key;
			}
		}
		
		if (max > 0) {
			TerrainConstraint c = E_constraint;
			c.set_terrain(max_terrain);
			constraints.insert(c);
		}
	}