### Godot version

4.0 stable

### System information

Windows 10

### Issue description

Running .clear() on a TileMap with Scene tiles leaves the tiles in place, as though nothing happened.

This appears to be the same issue as raised in [#69596](https://github.com/godotengine/godot/issues/69596), [#72456](https://github.com/godotengine/godot/pull/72456), and [67330](https://github.com/godotengine/godot/pull/67330). None of the previous issues seem to have presented a fix for this issue besides running some dummy operations on the TileMap, which have not had any effect for me.

Manually running queue_free() on each tile scene doesn't work, presumably since they are being cached. And running a dummy operation on the TileMap doesn't have any impact to speak of.

Not sure how to proceed, or if it's just impossible to remove Scene tiles once they're created.

### Steps to reproduce

The minimal reproduction project has a TileMap with several simple scene tiles. The attached script attempts to .clear() the TileMap when the user presses Enter, demonstrating my issue.

### Minimal reproduction project

[TileMapMinimumRecreationProject.zip](https://github.com/godotengine/godot/files/10959111/TileMapMinimumRecreationProject.zip)

}
			}
		}
		_rendering_quadrant_order_dirty = true;
		q_list_element = q_list_element->next();
	}
	
	if (_rendering_quadrant_order_dirty) {
		int index = -(int64_t)0x80000000; 
		
		RBMap<Vector2, Vector2i, TileMapQuadrant::CoordsWorldComparator> local_to_map;
		for (const KeyValue<Vector2i, TileMapQuadrant> &E : quadrant_map) {
			local_to_map[tile_map_node->map_to_local(E.key)] = E.key;
		}
		
		for (const KeyValue<Vector2, Vector2i> &E : local_to_map) {
			TileMapQuadrant &q = quadrant_map[E.value];
			for (const RID &ci : q.canvas_items) {
				RS::get_singleton()->canvas_item_set_draw_index(ci, index++);
			}
		}
		_rendering_quadrant_order_dirty = false;
	}
}
void TileMapLayer::_rendering_create_quadrant(TileMapQuadrant *p_quadrant) {
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	ERR_FAIL_COND(!tile_set.is_valid());
	_rendering_quadrant_order_dirty = true;
}
void TileMapLayer::_rendering_cleanup_quadrant(TileMapQuadrant *p_quadrant) {