### 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)

rs->canvas_light_occluder_attach_to_canvas(occluder, tile_map_node->get_canvas());
					rs->canvas_light_occluder_set_transform(occluder, tile_map_node->get_global_transform() * xform);
				}
			}
		}
	}
	
	
	_rendering_was_cleaned_up = forced_cleanup;
}
void TileMapLayer::_rendering_quadrants_update_cell(CellData &r_cell_data, SelfList<RenderingQuadrant>::List &r_dirty_rendering_quadrant_list) {
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	
	bool is_valid = false;
	int tile_y_sort_origin = 0;
	TileSetSource *source;
	if (tile_set->has_source(r_cell_data.cell.source_id)) {
		source = *tile_set->get_source(r_cell_data.cell.source_id);
		TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
		if (atlas_source && atlas_source->has_tile(r_cell_data.cell.get_atlas_coords()) && atlas_source->has_alternative_tile(r_cell_data.cell.get_atlas_coords(), r_cell_data.cell.alternative_tile)) {
			is_valid = true;
			const TileData *tile_data;
			if (r_cell_data.runtime_tile_data_cache) {
				tile_data = r_cell_data.runtime_tile_data_cache;
			} else {
				tile_data = atlas_source->get_tile_data(r_cell_data.cell.get_atlas_coords(), r_cell_data.cell.alternative_tile);
			}
			tile_y_sort_origin = tile_data->get_y_sort_origin();
		}
	}