### 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)

rs->canvas_item_set_sort_children_by_y(ci, y_sort_enabled);
		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_z_index(ci, z_index);
		rs->canvas_item_set_default_texture_filter(ci, RS::CanvasItemTextureFilter(tile_map_node->get_texture_filter_in_tree()));
		rs->canvas_item_set_default_texture_repeat(ci, RS::CanvasItemTextureRepeat(tile_map_node->get_texture_repeat_in_tree()));
		rs->canvas_item_set_light_mask(ci, tile_map_node->get_light_mask());
		
		Color layer_modulate = modulate;
		int selected_layer = tile_map_node->get_selected_layer();
		if (selected_layer >= 0 && layer_index_in_tile_map_node != selected_layer) {
			int z_selected = tile_map_node->get_layer_z_index(selected_layer);
			if (z_index < z_selected || (z_index == z_selected && layer_index_in_tile_map_node < selected_layer)) {
				layer_modulate = layer_modulate.darkened(0.5);
			} else if (z_index > z_selected || (z_index == z_selected && layer_index_in_tile_map_node > selected_layer)) {
				layer_modulate = layer_modulate.darkened(0.5);
				layer_modulate.a *= 0.3;
			}
		}
		rs->canvas_item_set_modulate(ci, layer_modulate);
	}
	
	
	SelfList<RenderingQuadrant>::List dirty_rendering_quadrant_list;
	
	
	bool quandrant_shape_changed = dirty.flags[DIRTY_FLAGS_TILE_MAP_QUADRANT_SIZE] ||
			(tile_map_node->is_y_sort_enabled() && y_sort_enabled && (dirty.flags[DIRTY_FLAGS_LAYER_Y_SORT_ENABLED] || dirty.flags[DIRTY_FLAGS_LAYER_Y_SORT_ORIGIN] || dirty.flags[DIRTY_FLAGS_TILE_MAP_Y_SORT_ENABLED] || dirty.flags[DIRTY_FLAGS_TILE_MAP_LOCAL_XFORM] || dirty.flags[DIRTY_FLAGS_TILE_MAP_TILE_SET]));
	
	if (forced_cleanup || quandrant_shape_changed) {
		for (const KeyValue<Vector2i, Ref<RenderingQuadrant>> &kv : rendering_quadrant_map) {