### 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)

VISIBILITY_MODE_FORCE_SHOW,
		VISIBILITY_MODE_FORCE_HIDE,
	};
private:
	friend class TileSetPlugin;
	
	mutable TileMapLayer::DataFormat format = TileMapLayer::FORMAT_3;
	static constexpr float FP_ADJUST = 0.00001;
	
	Ref<TileSet> tile_set;
	int rendering_quadrant_size = 16;
	bool collision_animatable = false;
	VisibilityMode collision_visibility_mode = VISIBILITY_MODE_DEFAULT;
	VisibilityMode navigation_visibility_mode = VISIBILITY_MODE_DEFAULT;
	
	LocalVector<Ref<TileMapLayer>> layers;
	Ref<TileMapLayer> default_layer; 
	int selected_layer = -1;
	bool pending_update = false;
	Transform2D last_valid_transform;
	Transform2D new_transform;
	void _tile_set_changed();
	void _update_notify_local_transform();
	
	HashMap<Pair<Ref<Resource>, int>, Ref<Resource>, PairHash<Ref<Resource>, int>> polygon_cache;
	PackedVector2Array _get_transformed_vertices(const PackedVector2Array &p_vertices, int p_alternative_id);
protected:
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_ret) const;
	void _get_property_list(List<PropertyInfo> *p_list) const;