### 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 (p_layer >= 0) {
		TILEMAP_CALL_FOR_LAYER(p_layer, notify_tile_map_change, TileMapLayer::DIRTY_FLAGS_TILE_MAP_RUNTIME_UPDATE);
	} else {
		for (Ref<TileMapLayer> &layer : layers) {
			layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_RUNTIME_UPDATE);
		}
	}
}
#ifdef TOOLS_ENABLED
Rect2 TileMap::_edit_get_rect() const {
	
	if (layers.is_empty()) {
		return Rect2();
	}
	bool any_changed = false;
	bool changed = false;
	Rect2 rect = layers[0]->get_rect(changed);
	any_changed |= changed;
	for (unsigned int i = 1; i < layers.size(); i++) {
		rect = rect.merge(layers[i]->get_rect(changed));
		any_changed |= changed;
	}
	const_cast<TileMap *>(this)->item_rect_changed(any_changed);
	return rect;
}
#endif
PackedVector2Array TileMap::_get_transformed_vertices(const PackedVector2Array &p_vertices, int p_alternative_id) {