### 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)

const TileData *tile_data;
					if (cell_data.runtime_tile_data_cache) {
						tile_data = cell_data.runtime_tile_data_cache;
					} else {
						tile_data = atlas_source->get_tile_data(cell_data.cell.get_atlas_coords(), cell_data.cell.alternative_tile);
					}
					Ref<Material> mat = tile_data->get_material();
					int tile_z_index = tile_data->get_z_index();
					
					
					RID ci;
					
					if (prev_ci == RID() || prev_material != mat || prev_z_index != tile_z_index) {
						
						ci = rs->canvas_item_create();
						if (mat.is_valid()) {
							rs->canvas_item_set_material(ci, mat->get_rid());
						}
						rs->canvas_item_set_parent(ci, canvas_item);
						rs->canvas_item_set_use_parent_material(ci, tile_map_node->get_use_parent_material() || tile_map_node->get_material().is_valid());
						Transform2D xform(0, rendering_quadrant->canvas_items_position);
						rs->canvas_item_set_transform(ci, xform);
						rs->canvas_item_set_light_mask(ci, tile_map_node->get_light_mask());
						rs->canvas_item_set_z_as_relative_to_parent(ci, true);
						rs->canvas_item_set_z_index(ci, tile_z_index);
						rs->canvas_item_set_default_texture_filter(ci, RS::CanvasItemTextureFilter(tile_map_node->get_texture_filter_in_tree()));
						rs->canvas_item_set_default_texture_repeat(ci, RS::CanvasItemTextureRepeat(tile_map_node->get_texture_repeat_in_tree()));
						rendering_quadrant->canvas_items.push_back(ci);
						prev_ci = ci;