### 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)

ERR_FAIL_NULL(NavigationServer2D::get_singleton());
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	NavigationServer2D *ns = NavigationServer2D::get_singleton();
	
	bool forced_cleanup = in_destructor || !enabled || !navigation_enabled || !tile_map_node->is_inside_tree() || !tile_set.is_valid();
	
	if (forced_cleanup) {
		if (navigation_map.is_valid() && !uses_world_navigation_map) {
			ns->free(navigation_map);
			navigation_map = RID();
		}
	} else {
		
		if (!navigation_map.is_valid()) {
			if (layer_index_in_tile_map_node == 0) {
				
				navigation_map = tile_map_node->get_world_2d()->get_navigation_map();
				uses_world_navigation_map = true;
			} else {
				RID new_layer_map = ns->map_create();
				
				ns->map_set_cell_size(new_layer_map, 1.0);
				ns->map_set_active(new_layer_map, true);