### 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)

r_property = default_layer->get_z_index();
			return true;
		} else if (components[1] == "navigation_enabled") {
			r_property = default_layer->is_navigation_enabled();
			return true;
		}
	}
	return false;
}
Vector2 TileMap::map_to_local(const Vector2i &p_pos) const {
	
	ERR_FAIL_COND_V(!tile_set.is_valid(), Vector2());
	Vector2 ret = p_pos;
	TileSet::TileShape tile_shape = tile_set->get_tile_shape();
	TileSet::TileOffsetAxis tile_offset_axis = tile_set->get_tile_offset_axis();
	if (tile_shape == TileSet::TILE_SHAPE_HALF_OFFSET_SQUARE || tile_shape == TileSet::TILE_SHAPE_HEXAGON || tile_shape == TileSet::TILE_SHAPE_ISOMETRIC) {
		
		
		if (tile_offset_axis == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
			switch (tile_set->get_tile_layout()) {
				case TileSet::TILE_LAYOUT_STACKED:
					ret = Vector2(ret.x + (Math::posmod(ret.y, 2) == 0 ? 0.0 : 0.5), ret.y);
					break;
				case TileSet::TILE_LAYOUT_STACKED_OFFSET:
					ret = Vector2(ret.x + (Math::posmod(ret.y, 2) == 1 ? 0.0 : 0.5), ret.y);
					break;
				case TileSet::TILE_LAYOUT_STAIRS_RIGHT:
					ret = Vector2(ret.x + ret.y / 2, ret.y);
					break;
				case TileSet::TILE_LAYOUT_STAIRS_DOWN: