### Tested versions

- First reproducible in: v4.2.dev5.official [e3e2528ba]
- Reproducible in: v4.2.stable.official [46dc27791], v4.2.dev5.official [e3e2528ba], v4.2.dev6.official [57a6813bb]
- Not reproducible in: v4.1.3.stable.official [f06b6836a], v4.2.dev1.official [0c2144da9], v4.2.dev2.official [da81ca62a], v4.2.dev3.official [013e8e3af], v4.2.dev4.official [549fcce5f]

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.4617) - Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz (6 Threads)

### Issue description

The `TileSet` `set_occlusion_layer_light_mask` method does not properly update the `TileSet`'s light mask, causing shadows to still be cast by the `TileSet` even when the light mask is changed using the method to a mask different from a given light source (or even an empty light mask). In v4.1.3.stable.official [f06b6836a] this method was working properly.

### Steps to reproduce

- Download and open the `MRPSetOcclusionLayerTileSet_4.2-stable` project folder using one of the reproducible Godot versions noted above.
- Run the project, and press the spacebar key. This will toggle the occlusion layer light mask value of the on-screen `TileMap`'s `TileSet` occlusion light mask between 0 and 1. You will see that the `TileMap` still casts shadows regardless of the new value of its `TileSets`'s occlusion layer light mask.

### Minimal reproduction project (MRP)

[MRPSetOcclusionLayerTileSetBug.zip](https://github.com/godotengine/godot/files/13592741/MRPSetOcclusionLayerTileSetBug.zip)

bodies_coords.erase(body);
						ps->free(body);
					}
				}
				r_cell_data.bodies.resize(tile_set->get_physics_layers_count());
				for (int tile_set_physics_layer = 0; tile_set_physics_layer < tile_set->get_physics_layers_count(); tile_set_physics_layer++) {
					Ref<PhysicsMaterial> physics_material = tile_set->get_physics_layer_physics_material(tile_set_physics_layer);
					uint32_t physics_layer = tile_set->get_physics_layer_collision_layer(tile_set_physics_layer);
					uint32_t physics_mask = tile_set->get_physics_layer_collision_mask(tile_set_physics_layer);
					RID body = r_cell_data.bodies[tile_set_physics_layer];
					if (tile_data->get_collision_polygons_count(tile_set_physics_layer) == 0) {
						
						if (body.is_valid()) {
							bodies_coords.erase(body);
							ps->free(body);
						}
						body = RID();
					} else {
						
						if (!body.is_valid()) {
							body = ps->body_create();
						}
						bodies_coords[body] = r_cell_data.coords;
						ps->body_set_mode(body, tile_map_node->is_collision_animatable() ? PhysicsServer2D::BODY_MODE_KINEMATIC : PhysicsServer2D::BODY_MODE_STATIC);
						ps->body_set_space(body, space);
						Transform2D xform;
						xform.set_origin(tile_map_node->map_to_local(r_cell_data.coords));
						xform = gl_transform * xform;
						ps->body_set_state(body, PhysicsServer2D::BODY_STATE_TRANSFORM, xform);
						ps->body_attach_object_instance_id(body, tile_map_node->get_instance_id());