### 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)

} break;
		case TileMap::NOTIFICATION_EXIT_CANVAS: {
			for (Ref<TileMapLayer> &layer : layers) {
				layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_IN_CANVAS);
			}
		} break;
		case NOTIFICATION_DRAW: {
			
			if (tile_set.is_valid()) {
				RenderingServer::get_singleton()->canvas_item_set_sort_children_by_y(get_canvas_item(), is_y_sort_enabled());
			}
		} break;
		case TileMap::NOTIFICATION_VISIBILITY_CHANGED: {
			for (Ref<TileMapLayer> &layer : layers) {
				layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_VISIBILITY);
			}
		} break;
		case TileMap::NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
			
			bool in_editor = false;
#ifdef TOOLS_ENABLED
			in_editor = Engine::get_singleton()->is_editor_hint();
#endif
			if (is_inside_tree() && collision_animatable && !in_editor) {
				
				last_valid_transform = new_transform;
				set_notify_local_transform(false);
				set_global_transform(new_transform);
				_update_notify_local_transform();
			}