### 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)

}
			layers[0]->set_tile_data(format, p_value);
			emit_signal(CoreStringNames::get_singleton()->changed);
			return true;
		}
		return false;
	} else if (p_name == "cell_quadrant_size") {
		set_rendering_quadrant_size(p_value);
		return true;
	}
#endif 
	else if (components.size() == 2 && components[0].begins_with("layer_") && components[0].trim_prefix("layer_").is_valid_int()) {
		int index = components[0].trim_prefix("layer_").to_int();
		if (index < 0) {
			return false;
		}
		if (index >= (int)layers.size()) {
			while (index >= (int)layers.size()) {
				Ref<TileMapLayer> new_layer;
				new_layer.instantiate();
				new_layer->set_tile_map(this);
				new_layer->set_layer_index_in_tile_map_node(index);
				layers.push_back(new_layer);
			}
			notify_property_list_changed();
			emit_signal(CoreStringNames::get_singleton()->changed);
			update_configuration_warnings();
		}
		if (components[1] == "name") {
			set_layer_name(index, p_value);