### 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 (used_rect_cache_dirty) {
		used_rect_cache = Rect2i();
		bool first = true;
		for (const KeyValue<Vector2i, CellData> &E : tile_map) {
			const TileMapCell &c = E.value.cell;
			if (c.source_id == TileSet::INVALID_SOURCE) {
				continue;
			}
			if (first) {
				used_rect_cache = Rect2i(E.key.x, E.key.y, 0, 0);
				first = false;
			} else {
				used_rect_cache.expand_to(E.key);
			}
		}
		if (!first) {
			
			
			used_rect_cache.size += Vector2i(1, 1);
		}
		used_rect_cache_dirty = false;
	}
	return used_rect_cache;
}
void TileMapLayer::set_name(String p_name) {