### 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)

ci = rs->canvas_item_create();
				rs->canvas_item_set_z_index(ci, RS::CANVAS_ITEM_Z_MAX - 1);
				rs->canvas_item_set_parent(ci, tile_map_node->get_canvas_item());
			}
			const Vector2 quadrant_pos = tile_map_node->map_to_local(debug_quadrant.quadrant_coords * TILE_MAP_DEBUG_QUADRANT_SIZE);
			Transform2D xform(0, quadrant_pos);
			rs->canvas_item_set_transform(ci, xform);
			for (SelfList<CellData> *cell_data_list_element = debug_quadrant.cells.first(); cell_data_list_element; cell_data_list_element = cell_data_list_element->next()) {
				CellData &cell_data = *cell_data_list_element->self();
				if (cell_data.cell.source_id != TileSet::INVALID_SOURCE) {
					_rendering_draw_cell_debug(ci, quadrant_pos, cell_data);
					_physics_draw_cell_debug(ci, quadrant_pos, cell_data);
					_navigation_draw_cell_debug(ci, quadrant_pos, cell_data);
					_scenes_draw_cell_debug(ci, quadrant_pos, cell_data);
				}
			}
		} else {
			
			if (ci.is_valid()) {
				rs->free(ci);
			}
			quadrant_list_element->remove_from_list();
			debug_quadrant_map.erase(debug_quadrant.quadrant_coords);
		}
		quadrant_list_element = next_quadrant_list_element;
	}
	dirty_debug_quadrant_list.clear();
	_debug_was_cleaned_up = false;
}
void TileMapLayer::_debug_quadrants_update_cell(CellData &r_cell_data, SelfList<DebugQuadrant>::List &r_dirty_debug_quadrant_list) {