### 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)

GDCLASS(TileMapLayer, RefCounted);
public:
	enum DataFormat {
		FORMAT_1 = 0,
		FORMAT_2,
		FORMAT_3,
		FORMAT_MAX,
	};
	enum DirtyFlags {
		DIRTY_FLAGS_LAYER_ENABLED = 0,
		DIRTY_FLAGS_LAYER_MODULATE,
		DIRTY_FLAGS_LAYER_Y_SORT_ENABLED,
		DIRTY_FLAGS_LAYER_Y_SORT_ORIGIN,
		DIRTY_FLAGS_LAYER_Z_INDEX,
		DIRTY_FLAGS_LAYER_NAVIGATION_ENABLED,
		DIRTY_FLAGS_LAYER_INDEX_IN_TILE_MAP_NODE,
		DIRTY_FLAGS_TILE_MAP_IN_TREE,
		DIRTY_FLAGS_TILE_MAP_IN_CANVAS,
		DIRTY_FLAGS_TILE_MAP_VISIBILITY,
		DIRTY_FLAGS_TILE_MAP_XFORM,
		DIRTY_FLAGS_TILE_MAP_LOCAL_XFORM,
		DIRTY_FLAGS_TILE_MAP_SELECTED_LAYER,
		DIRTY_FLAGS_TILE_MAP_LIGHT_MASK,
		DIRTY_FLAGS_TILE_MAP_MATERIAL,
		DIRTY_FLAGS_TILE_MAP_USE_PARENT_MATERIAL,
		DIRTY_FLAGS_TILE_MAP_TEXTURE_FILTER,
		DIRTY_FLAGS_TILE_MAP_TEXTURE_REPEAT,
		DIRTY_FLAGS_TILE_MAP_TILE_SET,