### 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)

}
	if (!show_collision) {
		return;
	}
	RenderingServer *rs = RenderingServer::get_singleton();
	PhysicsServer2D *ps = PhysicsServer2D::get_singleton();
	Color debug_collision_color = tile_map_node->get_tree()->get_debug_collisions_color();
	Vector<Color> color;
	color.push_back(debug_collision_color);
	Transform2D quadrant_to_local(0, p_quadrant_pos);
	Transform2D global_to_quadrant = (tile_map_node->get_global_transform() * quadrant_to_local).affine_inverse();
	for (RID body : r_cell_data.bodies) {
		if (body.is_valid()) {
			Transform2D body_to_quadrant = global_to_quadrant * Transform2D(ps->body_get_state(body, PhysicsServer2D::BODY_STATE_TRANSFORM));
			rs->canvas_item_add_set_transform(p_canvas_item, body_to_quadrant);
			for (int shape_index = 0; shape_index < ps->body_get_shape_count(body); shape_index++) {
				const RID &shape = ps->body_get_shape(body, shape_index);
				const PhysicsServer2D::ShapeType &type = ps->shape_get_type(shape);
				if (type == PhysicsServer2D::SHAPE_CONVEX_POLYGON) {
					rs->canvas_item_add_polygon(p_canvas_item, ps->shape_get_data(shape), color);
				} else {
					WARN_PRINT("Wrong shape type for a tile, should be SHAPE_CONVEX_POLYGON.");
				}
			}
			rs->canvas_item_add_set_transform(p_canvas_item, Transform2D());
		}
	}
};
#endif 
void TileMapLayer::_navigation_update() {