### 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)

if (tile_data->get_flip_v() ^ bool(p_alternative_tile & TileSetAtlasSource::TRANSFORM_FLIP_V)) {
			dest_rect.size.y = -dest_rect.size.y;
		}
		
		if (p_frame >= 0) {
			Rect2i source_rect = atlas_source->get_runtime_tile_texture_region(p_atlas_coords, p_frame);
			tex->draw_rect_region(p_canvas_item, dest_rect, source_rect, modulate, transpose, p_tile_set->is_uv_clipping());
		} else if (atlas_source->get_tile_animation_frames_count(p_atlas_coords) == 1) {
			Rect2i source_rect = atlas_source->get_runtime_tile_texture_region(p_atlas_coords, 0);
			tex->draw_rect_region(p_canvas_item, dest_rect, source_rect, modulate, transpose, p_tile_set->is_uv_clipping());
		} else {
			real_t speed = atlas_source->get_tile_animation_speed(p_atlas_coords);
			real_t animation_duration = atlas_source->get_tile_animation_total_duration(p_atlas_coords) / speed;
			
			
			real_t time_unscaled = 0.0;
			for (int frame = 0; frame < atlas_source->get_tile_animation_frames_count(p_atlas_coords); frame++) {
				real_t frame_duration_unscaled = atlas_source->get_tile_animation_frame_duration(p_atlas_coords, frame);
				real_t slice_start = time_unscaled / speed;
				real_t slice_end = (time_unscaled + frame_duration_unscaled) / speed;
				RenderingServer::get_singleton()->canvas_item_add_animation_slice(p_canvas_item, animation_duration, slice_start, slice_end, p_animation_offset);
				Rect2i source_rect = atlas_source->get_runtime_tile_texture_region(p_atlas_coords, frame);
				tex->draw_rect_region(p_canvas_item, dest_rect, source_rect, modulate, transpose, p_tile_set->is_uv_clipping());
				time_unscaled += frame_duration_unscaled;
			}
			RenderingServer::get_singleton()->canvas_item_add_animation_slice(p_canvas_item, 1.0, 0.0, 1.0, 0.0);
		}
	}
}
int TileMap::get_layers_count() const {