### 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)

RenderingServer *rs = RenderingServer::get_singleton();
	
	for (const RID &rid : r_cell_data.occluders) {
		rs->free(rid);
	}
	r_cell_data.occluders.clear();
}
void TileMapLayer::_rendering_occluders_update_cell(CellData &r_cell_data) {
	bool node_visible = tile_map_node->is_visible_in_tree();
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	RenderingServer *rs = RenderingServer::get_singleton();
	TileSetSource *source;
	if (tile_set->has_source(r_cell_data.cell.source_id)) {
		source = *tile_set->get_source(r_cell_data.cell.source_id);
		if (source->has_tile(r_cell_data.cell.get_atlas_coords()) && source->has_alternative_tile(r_cell_data.cell.get_atlas_coords(), r_cell_data.cell.alternative_tile)) {
			TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
			if (atlas_source) {
				
				const TileData *tile_data;
				if (r_cell_data.runtime_tile_data_cache) {
					tile_data = r_cell_data.runtime_tile_data_cache;
				} else {
					tile_data = atlas_source->get_tile_data(r_cell_data.cell.get_atlas_coords(), r_cell_data.cell.alternative_tile);
				}
				
				for (int i = 0; i < tile_set->get_occlusion_layers_count(); i++) {
					Transform2D xform;