### 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)

notify_runtime_tile_data_update(p_layer);
	update_internals();
}
#endif
void TileMap::queue_internal_update() {
	if (pending_update) {
		return;
	}
	pending_update = true;
	callable_mp(this, &TileMap::_internal_update).call_deferred();
}
void TileMap::_internal_update() {
	
	if (!pending_update) {
		return;
	}
	
	
	if (Engine::get_singleton()->is_editor_hint()) {
		polygon_cache.clear();
	}
	
	for (Ref<TileMapLayer> &layer : layers) {
		layer->internal_update();
	}
	pending_update = false;
}
void TileMap::set_tileset(const Ref<TileSet> &p_tileset) {