### 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)

TILEMAP_CALL_FOR_LAYER(p_layer, set_cell, p_coords, p_source_id, p_atlas_coords, p_alternative_tile);
}
void TileMap::erase_cell(int p_layer, const Vector2i &p_coords) {
	TILEMAP_CALL_FOR_LAYER(p_layer, set_cell, p_coords, TileSet::INVALID_SOURCE, TileSetSource::INVALID_ATLAS_COORDS, TileSetSource::INVALID_TILE_ALTERNATIVE);
}
int TileMap::get_cell_source_id(int p_layer, const Vector2i &p_coords, bool p_use_proxies) const {
	TILEMAP_CALL_FOR_LAYER_V(p_layer, TileSet::INVALID_SOURCE, get_cell_source_id, p_coords, p_use_proxies);
}
Vector2i TileMap::get_cell_atlas_coords(int p_layer, const Vector2i &p_coords, bool p_use_proxies) const {
	TILEMAP_CALL_FOR_LAYER_V(p_layer, TileSetSource::INVALID_ATLAS_COORDS, get_cell_atlas_coords, p_coords, p_use_proxies);
}
int TileMap::get_cell_alternative_tile(int p_layer, const Vector2i &p_coords, bool p_use_proxies) const {
	TILEMAP_CALL_FOR_LAYER_V(p_layer, TileSetSource::INVALID_TILE_ALTERNATIVE, get_cell_alternative_tile, p_coords, p_use_proxies);
}
TileData *TileMap::get_cell_tile_data(int p_layer, const Vector2i &p_coords, bool p_use_proxies) const {
	TILEMAP_CALL_FOR_LAYER_V(p_layer, nullptr, get_cell_tile_data, p_coords, p_use_proxies);
}
Ref<TileMapPattern> TileMap::get_pattern(int p_layer, TypedArray<Vector2i> p_coords_array) {
	TILEMAP_CALL_FOR_LAYER_V(p_layer, Ref<TileMapPattern>(), get_pattern, p_coords_array);
}
Vector2i TileMap::map_pattern(const Vector2i &p_position_in_tilemap, const Vector2i &p_coords_in_pattern, Ref<TileMapPattern> p_pattern) {