### 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)

Rect2i get_used_rect() const;
	
	void set_name(String p_name);
	String get_name() const;
	void set_enabled(bool p_enabled);
	bool is_enabled() const;
	void set_modulate(Color p_modulate);
	Color get_modulate() const;
	void set_y_sort_enabled(bool p_y_sort_enabled);
	bool is_y_sort_enabled() const;
	void set_y_sort_origin(int p_y_sort_origin);
	int get_y_sort_origin() const;
	void set_z_index(int p_z_index);
	int get_z_index() const;
	void set_navigation_enabled(bool p_enabled);
	bool is_navigation_enabled() const;
	void set_navigation_map(RID p_map);
	RID get_navigation_map() const;
	
	void fix_invalid_tiles();
	
	bool has_body_rid(RID p_physics_body) const;
	Vector2i get_coords_for_body_rid(RID p_physics_body) const; 
	~TileMapLayer();
};
class TileMap : public Node2D {
	GDCLASS(TileMap, Node2D);
public:
	enum VisibilityMode {
		VISIBILITY_MODE_DEFAULT,