### 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)

#endif 
class RenderingQuadrant;
struct CellData {
	Vector2i coords;
	TileMapCell cell;
	
	SelfList<CellData> debug_quadrant_list_element;
	
	Ref<RenderingQuadrant> rendering_quadrant;
	SelfList<CellData> rendering_quadrant_list_element;
	List<RID> occluders;
	
	LocalVector<RID> bodies;
	
	LocalVector<RID> navigation_regions;
	
	String scene;
	
	TileData *runtime_tile_data_cache = nullptr;
	
	SelfList<CellData> dirty_list_element;
	bool operator<(const CellData &p_other) const {