### 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)

p_list->push_back(PropertyInfo(Variant::INT, "format", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
	p_list->push_back(PropertyInfo(Variant::NIL, "Layers", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_GROUP));
#define MAKE_LAYER_PROPERTY(m_type, m_name, m_hint)                                                                                                                                                      \
	{                                                                                                                                                                                                    \
		const String property_name = vformat("layer_%d/" m_name, i);                                                                                                                                     \
		p_list->push_back(PropertyInfo(m_type, property_name, PROPERTY_HINT_NONE, m_hint, (get(property_name) == property_get_revert(property_name)) ? PROPERTY_USAGE_EDITOR : PROPERTY_USAGE_DEFAULT)); \
	}
	for (unsigned int i = 0; i < layers.size(); i++) {
		MAKE_LAYER_PROPERTY(Variant::STRING, "name", "");
		MAKE_LAYER_PROPERTY(Variant::BOOL, "enabled", "");
		MAKE_LAYER_PROPERTY(Variant::COLOR, "modulate", "");
		MAKE_LAYER_PROPERTY(Variant::BOOL, "y_sort_enabled", "");
		MAKE_LAYER_PROPERTY(Variant::INT, "y_sort_origin", "suffix:px");
		MAKE_LAYER_PROPERTY(Variant::INT, "z_index", "");
		MAKE_LAYER_PROPERTY(Variant::BOOL, "navigation_enabled", "");
		p_list->push_back(PropertyInfo(Variant::OBJECT, vformat("layer_%d/tile_data", i), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
	}
#undef MAKE_LAYER_PROPERTY
}
bool TileMap::_property_can_revert(const StringName &p_name) const {