### 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)

TileData *tile_data = atlas_source->get_tile_data(cell.get_atlas_coords(), cell.alternative_tile);
				if (tile_data && tile_data->get_terrain_set() == p_terrain_set) {
					current_pattern = tile_data->get_terrains_pattern();
				}
			}
		}
		TileSet::TerrainsPattern pattern = _get_best_terrain_pattern_for_constraints(p_terrain_set, coords, constraints, current_pattern);
		
		RBSet<TerrainConstraint> new_constraints = _get_terrain_constraints_from_added_pattern(coords, p_terrain_set, pattern);
		for (const TerrainConstraint &E_constraint : new_constraints) {
			if (constraints.has(E_constraint)) {
				constraints.erase(E_constraint);
			}
			TerrainConstraint c = E_constraint;
			c.set_priority(5);
			constraints.insert(c);
		}
		output[coords] = pattern;
	}
	return output;
}
HashMap<Vector2i, TileSet::TerrainsPattern> TileMapLayer::terrain_fill_connect(const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains) {
	HashMap<Vector2i, TileSet::TerrainsPattern> output;
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	ERR_FAIL_COND_V(!tile_set.is_valid(), output);
	ERR_FAIL_INDEX_V(p_terrain_set, tile_set->get_terrain_sets_count(), output);
	
	Vector<Vector2i> can_modify_list;
	RBSet<Vector2i> can_modify_set;