### 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)

return y_sort_enabled;
}
void TileMapLayer::set_y_sort_origin(int p_y_sort_origin) {
	if (y_sort_origin == p_y_sort_origin) {
		return;
	}
	y_sort_origin = p_y_sort_origin;
	dirty.flags[DIRTY_FLAGS_LAYER_Y_SORT_ORIGIN] = true;
	tile_map_node->queue_internal_update();
	tile_map_node->emit_signal(CoreStringNames::get_singleton()->changed);
}
int TileMapLayer::get_y_sort_origin() const {
	return y_sort_origin;
}
void TileMapLayer::set_z_index(int p_z_index) {
	if (z_index == p_z_index) {
		return;
	}
	z_index = p_z_index;
	dirty.flags[DIRTY_FLAGS_LAYER_Z_INDEX] = true;
	tile_map_node->queue_internal_update();
	tile_map_node->emit_signal(CoreStringNames::get_singleton()->changed);
	tile_map_node->update_configuration_warnings();
}
int TileMapLayer::get_z_index() const {