### Tested versions

- First reproducible in: v4.2.dev5.official [e3e2528ba]
- Reproducible in: v4.2.stable.official [46dc27791], v4.2.dev5.official [e3e2528ba], v4.2.dev6.official [57a6813bb]
- Not reproducible in: v4.1.3.stable.official [f06b6836a], v4.2.dev1.official [0c2144da9], v4.2.dev2.official [da81ca62a], v4.2.dev3.official [013e8e3af], v4.2.dev4.official [549fcce5f]

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.4617) - Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz (6 Threads)

### Issue description

The `TileSet` `set_occlusion_layer_light_mask` method does not properly update the `TileSet`'s light mask, causing shadows to still be cast by the `TileSet` even when the light mask is changed using the method to a mask different from a given light source (or even an empty light mask). In v4.1.3.stable.official [f06b6836a] this method was working properly.

### Steps to reproduce

- Download and open the `MRPSetOcclusionLayerTileSet_4.2-stable` project folder using one of the reproducible Godot versions noted above.
- Run the project, and press the spacebar key. This will toggle the occlusion layer light mask value of the on-screen `TileMap`'s `TileSet` occlusion light mask between 0 and 1. You will see that the `TileMap` still casts shadows regardless of the new value of its `TileSets`'s occlusion layer light mask.

### Minimal reproduction project (MRP)

[MRPSetOcclusionLayerTileSetBug.zip](https://github.com/godotengine/godot/files/13592741/MRPSetOcclusionLayerTileSetBug.zip)

bool _property_can_revert(const StringName &p_name) const;
	bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
	void _notification(int p_what);
	static void _bind_methods();
#ifndef DISABLE_DEPRECATED
	Rect2i _get_used_rect_bind_compat_78328();
	void _set_quadrant_size_compat_81070(int p_quadrant_size);
	int _get_quadrant_size_compat_81070() const;
	static void _bind_compatibility_methods();
#endif
public:
	static Vector2i transform_coords_layout(const Vector2i &p_coords, TileSet::TileOffsetAxis p_offset_axis, TileSet::TileLayout p_from_layout, TileSet::TileLayout p_to_layout);
#ifdef TOOLS_ENABLED
	virtual Rect2 _edit_get_rect() const override;
#endif
#ifndef DISABLE_DEPRECATED
	void force_update(int p_layer);
#endif
	
	void queue_internal_update();
	void _internal_update();
	void set_tileset(const Ref<TileSet> &p_tileset);
	Ref<TileSet> get_tileset() const;
	void set_rendering_quadrant_size(int p_size);
	int get_rendering_quadrant_size() const;
	static void draw_tile(RID p_canvas_item, const Vector2 &p_position, const Ref<TileSet> p_tile_set, int p_atlas_source_id, const Vector2i &p_atlas_coords, int p_alternative_tile, int p_frame = -1, Color p_modulation = Color(1.0, 1.0, 1.0, 1.0), const TileData *p_tile_data_override = nullptr, real_t p_animation_offset = 0.0);
	
	int get_layers_count() const;
	void add_layer(int p_to_pos);
	void move_layer(int p_layer, int p_to_pos);