### 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)

int16_t x = decode_uint16(&local[0]);
		int16_t y = decode_uint16(&local[2]);
		if (p_format == TileMapLayer::FORMAT_3) {
			uint16_t source_id = decode_uint16(&local[4]);
			uint16_t atlas_coords_x = decode_uint16(&local[6]);
			uint16_t atlas_coords_y = decode_uint16(&local[8]);
			uint16_t alternative_tile = decode_uint16(&local[10]);
			set_cell(Vector2i(x, y), source_id, Vector2i(atlas_coords_x, atlas_coords_y), alternative_tile);
		} else {
#ifndef DISABLE_DEPRECATED
			
			uint32_t v = decode_uint32(&local[4]);
			
			bool flip_h = v & (1UL << 29);
			bool flip_v = v & (1UL << 30);
			bool transpose = v & (1UL << 31);
			v &= (1UL << 29) - 1;
			
			int16_t coord_x = 0;
			int16_t coord_y = 0;
			if (p_format == TileMapLayer::FORMAT_2) {
				coord_x = decode_uint16(&local[8]);
				coord_y = decode_uint16(&local[10]);
			}
			const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
			if (tile_set.is_valid()) {
				Array a = tile_set->compatibility_tilemap_map(v, Vector2i(coord_x, coord_y), flip_h, flip_v, transpose);
				if (a.size() == 3) {
					set_cell(Vector2i(x, y), a[0], a[1], a[2]);
				} else {