### 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)

bool notify = collision_animatable || is_y_sort_enabled();
	if (!notify) {
		for (const Ref<TileMapLayer> &layer : layers) {
			if (layer->is_y_sort_enabled()) {
				notify = true;
				break;
			}
		}
	}
	set_notify_local_transform(notify);
}
TileMap::TileMap() {
	set_notify_transform(true);
	_update_notify_local_transform();
	Ref<TileMapLayer> new_layer;
	new_layer.instantiate();
	new_layer->set_tile_map(this);
	new_layer->set_layer_index_in_tile_map_node(0);
	layers.push_back(new_layer);
	default_layer.instantiate();
}
TileMap::~TileMap() {
	if (tile_set.is_valid()) {
		tile_set->disconnect_changed(callable_mp(this, &TileMap::_tile_set_changed));
	}
}
#undef TILEMAP_CALL_FOR_LAYER
#undef TILEMAP_CALL_FOR_LAYER_V