### 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)

Node *node = tile_map_node->get_node_or_null(r_cell_data.scene);
	if (node) {
		node->queue_free();
	}
	r_cell_data.scene = "";
}
void TileMapLayer::_scenes_update_cell(CellData &r_cell_data) {
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	
	_scenes_clear_cell(r_cell_data);
	
	const TileMapCell &c = r_cell_data.cell;
	TileSetSource *source;
	if (tile_set->has_source(c.source_id)) {
		source = *tile_set->get_source(c.source_id);
		if (source->has_tile(c.get_atlas_coords()) && source->has_alternative_tile(c.get_atlas_coords(), c.alternative_tile)) {
			TileSetScenesCollectionSource *scenes_collection_source = Object::cast_to<TileSetScenesCollectionSource>(source);
			if (scenes_collection_source) {