### 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)

navigation_map = new_layer_map;
				uses_world_navigation_map = false;
			}
		}
	}
	
	if (forced_cleanup) {
		
		for (KeyValue<Vector2i, CellData> &kv : tile_map) {
			_navigation_clear_cell(kv.value);
		}
	} else {
		if (_navigation_was_cleaned_up || dirty.flags[DIRTY_FLAGS_TILE_MAP_TILE_SET]) {
			
			for (KeyValue<Vector2i, CellData> &kv : tile_map) {
				_navigation_update_cell(kv.value);
			}
		} else {
			
			for (SelfList<CellData> *cell_data_list_element = dirty.cell_list.first(); cell_data_list_element; cell_data_list_element = cell_data_list_element->next()) {
				CellData &cell_data = *cell_data_list_element->self();
				_navigation_update_cell(cell_data);
			}
		}
		if (dirty.flags[DIRTY_FLAGS_TILE_MAP_XFORM]) {
			Transform2D tilemap_xform = tile_map_node->get_global_transform();
			for (KeyValue<Vector2i, CellData> &kv : tile_map) {
				const CellData &cell_data = kv.value;
				
				for (const RID &region : cell_data.navigation_regions) {