### 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)

xform.set_origin(tile_map_node->map_to_local(r_cell_data.coords));
					if (tile_data->get_occluder(i).is_valid()) {
						RID occluder_id = rs->canvas_light_occluder_create();
						rs->canvas_light_occluder_set_enabled(occluder_id, node_visible);
						rs->canvas_light_occluder_set_transform(occluder_id, tile_map_node->get_global_transform() * xform);
						rs->canvas_light_occluder_set_polygon(occluder_id, tile_map_node->get_transformed_polygon(Ref<Resource>(tile_data->get_occluder(i)), r_cell_data.cell.alternative_tile)->get_rid());
						rs->canvas_light_occluder_attach_to_canvas(occluder_id, tile_map_node->get_canvas());
						rs->canvas_light_occluder_set_light_mask(occluder_id, tile_set->get_occlusion_layer_light_mask(i));
						r_cell_data.occluders.push_back(occluder_id);
					}
				}
				return;
			}
		}
	}
	
	_rendering_occluders_clear_cell(r_cell_data);
}
#ifdef DEBUG_ENABLED
void TileMapLayer::_rendering_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data) {
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	ERR_FAIL_COND(!tile_set.is_valid());
	if (!Engine::get_singleton()->is_editor_hint()) {
		return;
	}
	
	RenderingServer *rs = RenderingServer::get_singleton();
	const TileMapCell &c = r_cell_data.cell;
	TileSetSource *source;
	if (tile_set->has_source(c.source_id)) {