### 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)

if (is_valid) {
		
		Vector2 canvas_items_position;
		Vector2i quadrant_coords;
		if (tile_map_node->is_y_sort_enabled() && is_y_sort_enabled()) {
			canvas_items_position = Vector2(0, tile_map_node->map_to_local(r_cell_data.coords).y + tile_y_sort_origin + y_sort_origin);
			quadrant_coords = canvas_items_position * 100;
		} else {
			int quad_size = tile_map_node->get_rendering_quadrant_size();
			const Vector2i &coords = r_cell_data.coords;
			
			quadrant_coords = Vector2i(
					coords.x > 0 ? coords.x / quad_size : (coords.x - (quad_size - 1)) / quad_size,
					coords.y > 0 ? coords.y / quad_size : (coords.y - (quad_size - 1)) / quad_size);
			canvas_items_position = quad_size * quadrant_coords;
		}
		Ref<RenderingQuadrant> rendering_quadrant;
		if (rendering_quadrant_map.has(quadrant_coords)) {
			
			rendering_quadrant = rendering_quadrant_map[quadrant_coords];
		} else {
			
			rendering_quadrant.instantiate();
			rendering_quadrant->quadrant_coords = quadrant_coords;
			rendering_quadrant->canvas_items_position = canvas_items_position;
			rendering_quadrant_map[quadrant_coords] = rendering_quadrant;
		}
		
		if (r_cell_data.rendering_quadrant.is_valid()) {
			if (!r_cell_data.rendering_quadrant->dirty_quadrant_list_element.in_list()) {