### 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)

const Vector2 *r = p_vertices.ptr();
	int size = p_vertices.size();
	PackedVector2Array new_points;
	new_points.resize(size);
	Vector2 *w = new_points.ptrw();
	bool flip_h = (p_alternative_id & TileSetAtlasSource::TRANSFORM_FLIP_H);
	bool flip_v = (p_alternative_id & TileSetAtlasSource::TRANSFORM_FLIP_V);
	bool transpose = (p_alternative_id & TileSetAtlasSource::TRANSFORM_TRANSPOSE);
	for (int i = 0; i < size; i++) {
		Vector2 v;
		if (transpose) {
			v = Vector2(r[i].y, r[i].x);
		} else {
			v = r[i];
		}
		if (flip_h) {
			v.x *= -1;
		}
		if (flip_v) {
			v.y *= -1;
		}
		w[i] = v;
	}
	return new_points;
}
bool TileMap::_set(const StringName &p_name, const Variant &p_value) {