### 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)

rs->canvas_item_set_sort_children_by_y(ci, y_sort_enabled);
		rs->canvas_item_set_use_parent_material(ci, tile_map_node->get_use_parent_material() || tile_map_node->get_material().is_valid());
		rs->canvas_item_set_z_index(ci, z_index);
		rs->canvas_item_set_default_texture_filter(ci, RS::CanvasItemTextureFilter(tile_map_node->get_texture_filter_in_tree()));
		rs->canvas_item_set_default_texture_repeat(ci, RS::CanvasItemTextureRepeat(tile_map_node->get_texture_repeat_in_tree()));
		rs->canvas_item_set_light_mask(ci, tile_map_node->get_light_mask());
		
		Color layer_modulate = modulate;
		int selected_layer = tile_map_node->get_selected_layer();
		if (selected_layer >= 0 && layer_index_in_tile_map_node != selected_layer) {
			int z_selected = tile_map_node->get_layer_z_index(selected_layer);
			if (z_index < z_selected || (z_index == z_selected && layer_index_in_tile_map_node < selected_layer)) {
				layer_modulate = layer_modulate.darkened(0.5);
			} else if (z_index > z_selected || (z_index == z_selected && layer_index_in_tile_map_node > selected_layer)) {
				layer_modulate = layer_modulate.darkened(0.5);
				layer_modulate.a *= 0.3;
			}
		}
		rs->canvas_item_set_modulate(ci, layer_modulate);
	}
	
	
	SelfList<RenderingQuadrant>::List dirty_rendering_quadrant_list;
	
	
	bool quandrant_shape_changed = dirty.flags[DIRTY_FLAGS_TILE_MAP_QUADRANT_SIZE] ||
			(tile_map_node->is_y_sort_enabled() && y_sort_enabled && (dirty.flags[DIRTY_FLAGS_LAYER_Y_SORT_ENABLED] || dirty.flags[DIRTY_FLAGS_LAYER_Y_SORT_ORIGIN] || dirty.flags[DIRTY_FLAGS_TILE_MAP_Y_SORT_ENABLED] || dirty.flags[DIRTY_FLAGS_TILE_MAP_LOCAL_XFORM] || dirty.flags[DIRTY_FLAGS_TILE_MAP_TILE_SET]));
	
	if (forced_cleanup || quandrant_shape_changed) {
		for (const KeyValue<Vector2i, Ref<RenderingQuadrant>> &kv : rendering_quadrant_map) {