### Tested versions

Reproducible in 4.2-stable 

### System information

Godot v4.2.stable (46dc27791) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.1640) - AMD Ryzen 7 4800H with Radeon Graphics (16 Threads)

### Issue description

If you have a tile_set with an occlusion layer, and you remove a tile with an occlusion shape at runtime, the occlusion shape will remain.

![image](https://github.com/godotengine/godot/assets/6132794/c9eed82b-94c4-4654-b33a-1a9c5be4d45c)

![image](https://github.com/godotengine/godot/assets/6132794/c43cc34b-d307-416e-8e3f-bf49d1421ae7)



### Steps to reproduce

- Setup a scene with CanvasModulate and a 2D Light
- Create a tilemap & tileset
- Add an occlusion layer
- Give one or more tiles an occlusion shape
- Make a script run sometime during process to randomly remove and add the tiles with occlusion shapes, and tiles without.
You should now see errant shadows.

Or, in the MRP, just play the scene and you should see the problem once tiles alternate.

### Minimal reproduction project (MRP)

[OccluderProblem.zip](https://github.com/godotengine/godot/files/13552364/OccluderProblem.zip)

virtual void set_use_parent_material(bool p_use_parent_material) override;
	virtual void set_texture_filter(CanvasItem::TextureFilter p_texture_filter) override;
	virtual void set_texture_repeat(CanvasItem::TextureRepeat p_texture_repeat) override;
	
	Vector2i get_coords_for_body_rid(RID p_physics_body);
	
	int get_layer_for_body_rid(RID p_physics_body);
	
	void fix_invalid_tiles();
	
	void clear_layer(int p_layer);
	void clear();
	
	void update_internals();
	void notify_runtime_tile_data_update(int p_layer = -1);
	
	TypedArray<Vector2i> get_surrounding_cells(const Vector2i &coords);
	void draw_cells_outline(Control *p_control, const RBSet<Vector2i> &p_cells, Color p_color, Transform2D p_transform = Transform2D());
	Ref<Resource> get_transformed_polygon(Ref<Resource> p_polygon, int p_alternative_id);
	
	GDVIRTUAL2R(bool, _use_tile_data_runtime_update, int, Vector2i);
	GDVIRTUAL3(_tile_data_runtime_update, int, Vector2i, TileData *);
	
	PackedStringArray get_configuration_warnings() const override;
	TileMap();
	~TileMap();
};
VARIANT_ENUM_CAST(TileMap::VisibilityMode);
#endif