### 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)

const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	RenderingServer *rs = RenderingServer::get_singleton();
	
	bool forced_cleanup = in_destructor || !enabled || !tile_map_node->is_inside_tree() || !tile_set.is_valid() || !tile_map_node->is_visible_in_tree();
	if (forced_cleanup) {
		for (KeyValue<Vector2i, Ref<DebugQuadrant>> &kv : debug_quadrant_map) {
			
			Ref<DebugQuadrant> &debug_quadrant = kv.value;
			if (debug_quadrant->canvas_item.is_valid()) {
				rs->free(debug_quadrant->canvas_item);
			}
		}
		debug_quadrant_map.clear();
		_debug_was_cleaned_up = true;
		return;
	}
	
	bool anything_changed = false;
	for (int i = 0; i < DIRTY_FLAGS_MAX; i++) {
		if (dirty.flags[i]) {
			anything_changed = true;
			break;
		}
	}
	
	SelfList<DebugQuadrant>::List dirty_debug_quadrant_list;
	if (_debug_was_cleaned_up || anything_changed) {