### Tested versions

- First reproducible in: v4.2.dev5.official [e3e2528ba]
- Reproducible in: v4.2.stable.official [46dc27791], v4.2.dev5.official [e3e2528ba], v4.2.dev6.official [57a6813bb]
- Not reproducible in: v4.1.3.stable.official [f06b6836a], v4.2.dev1.official [0c2144da9], v4.2.dev2.official [da81ca62a], v4.2.dev3.official [013e8e3af], v4.2.dev4.official [549fcce5f]

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.4617) - Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz (6 Threads)

### Issue description

The `TileSet` `set_occlusion_layer_light_mask` method does not properly update the `TileSet`'s light mask, causing shadows to still be cast by the `TileSet` even when the light mask is changed using the method to a mask different from a given light source (or even an empty light mask). In v4.1.3.stable.official [f06b6836a] this method was working properly.

### Steps to reproduce

- Download and open the `MRPSetOcclusionLayerTileSet_4.2-stable` project folder using one of the reproducible Godot versions noted above.
- Run the project, and press the spacebar key. This will toggle the occlusion layer light mask value of the on-screen `TileMap`'s `TileSet` occlusion light mask between 0 and 1. You will see that the `TileMap` still casts shadows regardless of the new value of its `TileSets`'s occlusion layer light mask.

### Minimal reproduction project (MRP)

[MRPSetOcclusionLayerTileSetBug.zip](https://github.com/godotengine/godot/files/13592741/MRPSetOcclusionLayerTileSetBug.zip)

ps->body_set_collision_layer(body, physics_layer);
						ps->body_set_collision_mask(body, physics_mask);
						ps->body_set_pickable(body, false);
						ps->body_set_state(body, PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, tile_data->get_constant_linear_velocity(tile_set_physics_layer));
						ps->body_set_state(body, PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, tile_data->get_constant_angular_velocity(tile_set_physics_layer));
						if (!physics_material.is_valid()) {
							ps->body_set_param(body, PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
							ps->body_set_param(body, PhysicsServer2D::BODY_PARAM_FRICTION, 1);
						} else {
							ps->body_set_param(body, PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material->computed_bounce());
							ps->body_set_param(body, PhysicsServer2D::BODY_PARAM_FRICTION, physics_material->computed_friction());
						}
						
						ps->body_clear_shapes(body);
						
						int body_shape_index = 0;
						for (int polygon_index = 0; polygon_index < tile_data->get_collision_polygons_count(tile_set_physics_layer); polygon_index++) {
							
							bool one_way_collision = tile_data->is_collision_polygon_one_way(tile_set_physics_layer, polygon_index);
							float one_way_collision_margin = tile_data->get_collision_polygon_one_way_margin(tile_set_physics_layer, polygon_index);
							int shapes_count = tile_data->get_collision_polygon_shapes_count(tile_set_physics_layer, polygon_index);
							for (int shape_index = 0; shape_index < shapes_count; shape_index++) {
								
								Ref<ConvexPolygonShape2D> shape = tile_data->get_collision_polygon_shape(tile_set_physics_layer, polygon_index, shape_index);
								shape = tile_map_node->get_transformed_polygon(Ref<Resource>(shape), c.alternative_tile);
								ps->body_add_shape(body, shape->get_rid());
								ps->body_set_shape_as_one_way_collision(body, body_shape_index, one_way_collision, one_way_collision_margin);
								body_shape_index++;
							}
						}