### 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)

CanvasItem::set_use_parent_material(p_use_parent_material);
	
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_USE_PARENT_MATERIAL);
	}
}
void TileMap::set_texture_filter(TextureFilter p_texture_filter) {
	
	CanvasItem::set_texture_filter(p_texture_filter);
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_TEXTURE_FILTER);
	}
}
void TileMap::set_texture_repeat(CanvasItem::TextureRepeat p_texture_repeat) {
	
	CanvasItem::set_texture_repeat(p_texture_repeat);
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_TEXTURE_REPEAT);
	}
}
TypedArray<Vector2i> TileMap::get_surrounding_cells(const Vector2i &coords) {
	if (!tile_set.is_valid()) {
		return TypedArray<Vector2i>();
	}
	TypedArray<Vector2i> around;
	TileSet::TileShape shape = tile_set->get_tile_shape();