### 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)

prev_material = mat;
						prev_z_index = tile_z_index;
					} else {
						
						ci = prev_ci;
					}
					const Vector2 local_tile_pos = tile_map_node->map_to_local(cell_data.coords);
					
					real_t random_animation_offset = 0.0;
					if (atlas_source->get_tile_animation_mode(cell_data.cell.get_atlas_coords()) != TileSetAtlasSource::TILE_ANIMATION_MODE_DEFAULT) {
						Array to_hash;
						to_hash.push_back(local_tile_pos);
						to_hash.push_back(get_instance_id()); 
						random_animation_offset = RandomPCG(to_hash.hash()).randf();
					}
					
					tile_map_node->draw_tile(ci, local_tile_pos - rendering_quadrant->canvas_items_position, tile_set, cell_data.cell.source_id, cell_data.cell.get_atlas_coords(), cell_data.cell.alternative_tile, -1, tile_map_node->get_self_modulate(), tile_data, random_animation_offset);
				}
			} else {
				
				for (int i = 0; i < rendering_quadrant->canvas_items.size(); i++) {
					const RID &ci = rendering_quadrant->canvas_items[i];
					if (ci.is_valid()) {
						rs->free(ci);
					}
				}
				rendering_quadrant->cells.clear();
				rendering_quadrant_map.erase(rendering_quadrant->quadrant_coords);
			}
			quadrant_list_element = next_quadrant_list_element;