### 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)

ERR_FAIL_COND(p_layer_id < -1 || p_layer_id >= (int)layers.size());
	if (selected_layer == p_layer_id) {
		return;
	}
	selected_layer = p_layer_id;
	emit_signal(CoreStringNames::get_singleton()->changed);
	
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_SELECTED_LAYER);
	}
}
int TileMap::get_selected_layer() const {
	return selected_layer;
}
void TileMap::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_ENTER_TREE: {
			for (Ref<TileMapLayer> &layer : layers) {
				layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_IN_TREE);
			}
		} break;
		case NOTIFICATION_EXIT_TREE: {
			for (Ref<TileMapLayer> &layer : layers) {
				layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_IN_TREE);
			}
		} break;
		case TileMap::NOTIFICATION_ENTER_CANVAS: {
			for (Ref<TileMapLayer> &layer : layers) {
				layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_IN_CANVAS);
			}