### 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)

source = *tile_set->get_source(c.source_id);
		if (source->has_tile(c.get_atlas_coords()) && source->has_alternative_tile(c.get_atlas_coords(), c.alternative_tile)) {
			TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
			if (atlas_source) {
				Vector2i grid_size = atlas_source->get_atlas_grid_size();
				if (!atlas_source->get_runtime_texture().is_valid() || c.get_atlas_coords().x >= grid_size.x || c.get_atlas_coords().y >= grid_size.y) {
					
					Array to_hash;
					to_hash.push_back(c.source_id);
					to_hash.push_back(c.get_atlas_coords());
					to_hash.push_back(c.alternative_tile);
					uint32_t hash = RandomPCG(to_hash.hash()).rand();
					Color color;
					color = color.from_hsv(
							(float)((hash >> 24) & 0xFF) / 256.0,
							Math::lerp(0.5, 1.0, (float)((hash >> 16) & 0xFF) / 256.0),
							Math::lerp(0.5, 1.0, (float)((hash >> 8) & 0xFF) / 256.0),
							0.8);
					
					Transform2D cell_to_quadrant;
					cell_to_quadrant.set_origin(tile_map_node->map_to_local(r_cell_data.coords) - p_quadrant_pos);
					rs->canvas_item_add_set_transform(p_canvas_item, cell_to_quadrant);
					rs->canvas_item_add_circle(p_canvas_item, Vector2(), MIN(tile_set->get_tile_size().x, tile_set->get_tile_size().y) / 4.0, color);
				}
			}
		}
	}
}
#endif 
void TileMapLayer::_physics_update() {