### 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)

if (!region.is_valid()) {
						continue;
					}
					Transform2D tile_transform;
					tile_transform.set_origin(tile_map_node->map_to_local(kv.key));
					NavigationServer2D::get_singleton()->region_set_transform(region, tilemap_xform * tile_transform);
				}
			}
		}
	}
	
	
	_navigation_was_cleaned_up = forced_cleanup;
}
void TileMapLayer::_navigation_clear_cell(CellData &r_cell_data) {
	NavigationServer2D *ns = NavigationServer2D::get_singleton();
	
	for (unsigned int i = 0; i < r_cell_data.navigation_regions.size(); i++) {
		const RID &region = r_cell_data.navigation_regions[i];
		if (region.is_valid()) {
			ns->region_set_map(region, RID());
			ns->free(region);
		}
	}
	r_cell_data.navigation_regions.clear();
}
void TileMapLayer::_navigation_update_cell(CellData &r_cell_data) {
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	NavigationServer2D *ns = NavigationServer2D::get_singleton();
	Transform2D tilemap_xform = tile_map_node->get_global_transform();