### 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)

if (is_valid) {
		
		Vector2 canvas_items_position;
		Vector2i quadrant_coords;
		if (tile_map_node->is_y_sort_enabled() && is_y_sort_enabled()) {
			canvas_items_position = Vector2(0, tile_map_node->map_to_local(r_cell_data.coords).y + tile_y_sort_origin + y_sort_origin);
			quadrant_coords = canvas_items_position * 100;
		} else {
			int quad_size = tile_map_node->get_rendering_quadrant_size();
			const Vector2i &coords = r_cell_data.coords;
			
			quadrant_coords = Vector2i(
					coords.x > 0 ? coords.x / quad_size : (coords.x - (quad_size - 1)) / quad_size,
					coords.y > 0 ? coords.y / quad_size : (coords.y - (quad_size - 1)) / quad_size);
			canvas_items_position = quad_size * quadrant_coords;
		}
		Ref<RenderingQuadrant> rendering_quadrant;
		if (rendering_quadrant_map.has(quadrant_coords)) {
			
			rendering_quadrant = rendering_quadrant_map[quadrant_coords];
		} else {
			
			rendering_quadrant.instantiate();
			rendering_quadrant->quadrant_coords = quadrant_coords;
			rendering_quadrant->canvas_items_position = canvas_items_position;
			rendering_quadrant_map[quadrant_coords] = rendering_quadrant;
		}
		
		if (r_cell_data.rendering_quadrant.is_valid()) {
			if (!r_cell_data.rendering_quadrant->dirty_quadrant_list_element.in_list()) {