### 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)

Ref<Texture2D> tex = atlas_source->get_runtime_texture();
		if (!tex.is_valid()) {
			return;
		}
		
		Vector2i grid_size = atlas_source->get_atlas_grid_size();
		if (p_atlas_coords.x >= grid_size.x || p_atlas_coords.y >= grid_size.y) {
			return;
		}
		
		const TileData *tile_data = p_tile_data_override ? p_tile_data_override : atlas_source->get_tile_data(p_atlas_coords, p_alternative_tile);
		
		Color modulate = tile_data->get_modulate() * p_modulation;
		
		Vector2 tile_offset = tile_data->get_texture_origin();
		
		Rect2 dest_rect;
		dest_rect.size = atlas_source->get_runtime_tile_texture_region(p_atlas_coords).size;
		dest_rect.size.x += FP_ADJUST;
		dest_rect.size.y += FP_ADJUST;
		bool transpose = tile_data->get_transpose() ^ bool(p_alternative_tile & TileSetAtlasSource::TRANSFORM_TRANSPOSE);
		if (transpose) {
			dest_rect.position = (p_position - Vector2(dest_rect.size.y, dest_rect.size.x) / 2 - tile_offset);
		} else {
			dest_rect.position = (p_position - dest_rect.size / 2 - tile_offset);
		}
		if (tile_data->get_flip_h() ^ bool(p_alternative_tile & TileSetAtlasSource::TRANSFORM_FLIP_H)) {
			dest_rect.size.x = -dest_rect.size.x;
		}