### Tested versions

- First reproducible in: v4.2.dev5.official [e3e2528ba]
- Reproducible in: v4.2.stable.official [46dc27791], v4.2.dev5.official [e3e2528ba], v4.2.dev6.official [57a6813bb]
- Not reproducible in: v4.1.3.stable.official [f06b6836a], v4.2.dev1.official [0c2144da9], v4.2.dev2.official [da81ca62a], v4.2.dev3.official [013e8e3af], v4.2.dev4.official [549fcce5f]

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.4617) - Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz (6 Threads)

### Issue description

The `TileSet` `set_occlusion_layer_light_mask` method does not properly update the `TileSet`'s light mask, causing shadows to still be cast by the `TileSet` even when the light mask is changed using the method to a mask different from a given light source (or even an empty light mask). In v4.1.3.stable.official [f06b6836a] this method was working properly.

### Steps to reproduce

- Download and open the `MRPSetOcclusionLayerTileSet_4.2-stable` project folder using one of the reproducible Godot versions noted above.
- Run the project, and press the spacebar key. This will toggle the occlusion layer light mask value of the on-screen `TileMap`'s `TileSet` occlusion light mask between 0 and 1. You will see that the `TileMap` still casts shadows regardless of the new value of its `TileSets`'s occlusion layer light mask.

### Minimal reproduction project (MRP)

[MRPSetOcclusionLayerTileSetBug.zip](https://github.com/godotengine/godot/files/13592741/MRPSetOcclusionLayerTileSetBug.zip)

}
		dirty_rendering_quadrant_list.clear();
		
		{
			int index = -(int64_t)0x80000000; 
			
			RBMap<Vector2, Ref<RenderingQuadrant>, RenderingQuadrant::CoordsWorldComparator> local_to_map;
			for (KeyValue<Vector2i, Ref<RenderingQuadrant>> &kv : rendering_quadrant_map) {
				Ref<RenderingQuadrant> &rendering_quadrant = kv.value;
				local_to_map[tile_map_node->map_to_local(rendering_quadrant->quadrant_coords)] = rendering_quadrant;
			}
			
			for (const KeyValue<Vector2, Ref<RenderingQuadrant>> &E : local_to_map) {
				for (const RID &ci : E.value->canvas_items) {
					RS::get_singleton()->canvas_item_set_draw_index(ci, index++);
				}
			}
		}
		
		if (dirty.flags[DIRTY_FLAGS_TILE_MAP_LIGHT_MASK] ||
				dirty.flags[DIRTY_FLAGS_TILE_MAP_USE_PARENT_MATERIAL] ||
				dirty.flags[DIRTY_FLAGS_TILE_MAP_MATERIAL] ||
				dirty.flags[DIRTY_FLAGS_TILE_MAP_TEXTURE_FILTER] ||
				dirty.flags[DIRTY_FLAGS_TILE_MAP_TEXTURE_REPEAT]) {
			for (KeyValue<Vector2i, Ref<RenderingQuadrant>> &kv : rendering_quadrant_map) {
				Ref<RenderingQuadrant> &rendering_quadrant = kv.value;
				for (const RID &ci : rendering_quadrant->canvas_items) {
					rs->canvas_item_set_light_mask(ci, tile_map_node->get_light_mask());
					rs->canvas_item_set_use_parent_material(ci, tile_map_node->get_use_parent_material() || tile_map_node->get_material().is_valid());
					rs->canvas_item_set_default_texture_filter(ci, RS::CanvasItemTextureFilter(tile_map_node->get_texture_filter_in_tree()));