### 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)

bool has_a_tile = false;
			for (SelfList<CellData> *cell_data_list_element = rendering_quadrant->cells.first(); cell_data_list_element; cell_data_list_element = cell_data_list_element->next()) {
				CellData &cell_data = *cell_data_list_element->self();
				if (cell_data.cell.source_id != TileSet::INVALID_SOURCE) {
					has_a_tile = true;
					break;
				}
			}
			if (has_a_tile) {
				
				
				for (RID &ci : rendering_quadrant->canvas_items) {
					rs->free(ci);
				}
				rendering_quadrant->canvas_items.clear();
				
				if (tile_map_node->is_y_sort_enabled() && is_y_sort_enabled()) {
					
					rendering_quadrant->cells.sort_custom<CellDataYSortedComparator>();
				} else {
					rendering_quadrant->cells.sort();
				}
				
				Ref<Material> prev_material;
				int prev_z_index = 0;
				RID prev_ci;
				for (SelfList<CellData> *cell_data_quadrant_list_element = rendering_quadrant->cells.first(); cell_data_quadrant_list_element; cell_data_quadrant_list_element = cell_data_quadrant_list_element->next()) {
					CellData &cell_data = *cell_data_quadrant_list_element->self();
					TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(*tile_set->get_source(cell_data.cell.source_id));