### 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 (p_a.y == p_b.y) {
				return p_a.x > p_b.x;
			} else {
				return p_a.y < p_b.y;
			}
		}
	};
	Vector2i quadrant_coords;
	SelfList<CellData>::List cells;
	List<RID> canvas_items;
	Vector2 canvas_items_position;
	SelfList<RenderingQuadrant> dirty_quadrant_list_element;
	
	RenderingQuadrant(const RenderingQuadrant &p_other) :
			dirty_quadrant_list_element(this) {
		quadrant_coords = p_other.quadrant_coords;
		cells = p_other.cells;
		canvas_items = p_other.canvas_items;
	}
	RenderingQuadrant() :
			dirty_quadrant_list_element(this) {
	}
	~RenderingQuadrant() {
		cells.clear();
	}
};
class TileMapLayer : public RefCounted {