### 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)

ERR_FAIL_INDEX(p_layer, (int)layers.size());
	
	layers.remove_at(p_layer);
	for (unsigned int i = 0; i < layers.size(); i++) {
		layers[i]->set_layer_index_in_tile_map_node(i);
	}
	queue_internal_update();
	notify_property_list_changed();
	if (selected_layer >= p_layer) {
		selected_layer -= 1;
	}
	emit_signal(CoreStringNames::get_singleton()->changed);
	update_configuration_warnings();
}
void TileMap::set_layer_name(int p_layer, String p_name) {