### 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)

TILEMAP_CALL_FOR_LAYER_V(p_layer, RID(), get_navigation_map);
}
void TileMap::set_collision_animatable(bool p_enabled) {
	if (collision_animatable == p_enabled) {
		return;
	}
	collision_animatable = p_enabled;
	_update_notify_local_transform();
	set_physics_process_internal(p_enabled);
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_COLLISION_ANIMATABLE);
	}
	emit_signal(CoreStringNames::get_singleton()->changed);
}
bool TileMap::is_collision_animatable() const {
	return collision_animatable;
}
void TileMap::set_collision_visibility_mode(TileMap::VisibilityMode p_show_collision) {
	if (collision_visibility_mode == p_show_collision) {
		return;
	}
	collision_visibility_mode = p_show_collision;
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_COLLISION_VISIBILITY_MODE);
	}
	emit_signal(CoreStringNames::get_singleton()->changed);
}
TileMap::VisibilityMode TileMap::get_collision_visibility_mode() {