### 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)

void remove_layer(int p_layer);
	void set_layer_name(int p_layer, String p_name);
	String get_layer_name(int p_layer) const;
	void set_layer_enabled(int p_layer, bool p_visible);
	bool is_layer_enabled(int p_layer) const;
	void set_layer_modulate(int p_layer, Color p_modulate);
	Color get_layer_modulate(int p_layer) const;
	void set_layer_y_sort_enabled(int p_layer, bool p_enabled);
	bool is_layer_y_sort_enabled(int p_layer) const;
	void set_layer_y_sort_origin(int p_layer, int p_y_sort_origin);
	int get_layer_y_sort_origin(int p_layer) const;
	void set_layer_z_index(int p_layer, int p_z_index);
	int get_layer_z_index(int p_layer) const;
	void set_layer_navigation_enabled(int p_layer, bool p_enabled);
	bool is_layer_navigation_enabled(int p_layer) const;
	void set_layer_navigation_map(int p_layer, RID p_map);
	RID get_layer_navigation_map(int p_layer) const;
	void set_selected_layer(int p_layer_id); 
	int get_selected_layer() const;
	void set_collision_animatable(bool p_enabled);
	bool is_collision_animatable() const;
	
	void set_collision_visibility_mode(VisibilityMode p_show_collision);
	VisibilityMode get_collision_visibility_mode();
	void set_navigation_visibility_mode(VisibilityMode p_show_navigation);
	VisibilityMode get_navigation_visibility_mode();
	
	void set_cell(int p_layer, const Vector2i &p_coords, int p_source_id = TileSet::INVALID_SOURCE, const Vector2i p_atlas_coords = TileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = 0);
	void erase_cell(int p_layer, const Vector2i &p_coords);
	int get_cell_source_id(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;