### 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)

debug_quadrant_list_element(this),
			rendering_quadrant_list_element(this),
			dirty_list_element(this) {
		coords = p_other.coords;
		cell = p_other.cell;
		occluders = p_other.occluders;
		bodies = p_other.bodies;
		navigation_regions = p_other.navigation_regions;
		scene = p_other.scene;
		runtime_tile_data_cache = p_other.runtime_tile_data_cache;
	}
	CellData() :
			debug_quadrant_list_element(this),
			rendering_quadrant_list_element(this),
			dirty_list_element(this) {
	}
};
struct CellDataYSortedComparator {
	_FORCE_INLINE_ bool operator()(const CellData &p_a, const CellData &p_b) const {
		return p_a.coords.x == p_b.coords.x ? (p_a.coords.y < p_b.coords.y) : (p_a.coords.x > p_b.coords.x);
	}
};
#ifdef DEBUG_ENABLED
class DebugQuadrant : public RefCounted {