### 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)

bool _property_can_revert(const StringName &p_name) const;
	bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
	void _notification(int p_what);
	static void _bind_methods();
#ifndef DISABLE_DEPRECATED
	Rect2i _get_used_rect_bind_compat_78328();
	void _set_quadrant_size_compat_81070(int p_quadrant_size);
	int _get_quadrant_size_compat_81070() const;
	static void _bind_compatibility_methods();
#endif
public:
	static Vector2i transform_coords_layout(const Vector2i &p_coords, TileSet::TileOffsetAxis p_offset_axis, TileSet::TileLayout p_from_layout, TileSet::TileLayout p_to_layout);
#ifdef TOOLS_ENABLED
	virtual Rect2 _edit_get_rect() const override;
#endif
#ifndef DISABLE_DEPRECATED
	void force_update(int p_layer);
#endif
	
	void queue_internal_update();
	void _internal_update();
	void set_tileset(const Ref<TileSet> &p_tileset);
	Ref<TileSet> get_tileset() const;
	void set_rendering_quadrant_size(int p_size);
	int get_rendering_quadrant_size() const;
	static void draw_tile(RID p_canvas_item, const Vector2 &p_position, const Ref<TileSet> p_tile_set, int p_atlas_source_id, const Vector2i &p_atlas_coords, int p_alternative_tile, int p_frame = -1, Color p_modulation = Color(1.0, 1.0, 1.0, 1.0), const TileData *p_tile_data_override = nullptr, real_t p_animation_offset = 0.0);
	
	int get_layers_count() const;
	void add_layer(int p_to_pos);
	void move_layer(int p_layer, int p_to_pos);