### 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)

int quad_size = get_effective_quadrant_size();
	
	return Vector2i(
			p_coords.x > 0 ? p_coords.x / quad_size : (p_coords.x - (quad_size - 1)) / quad_size,
			p_coords.y > 0 ? p_coords.y / quad_size : (p_coords.y - (quad_size - 1)) / quad_size);
}
HashMap<Vector2i, TileMapQuadrant>::Iterator TileMapLayer::_create_quadrant(const Vector2i &p_qk) {
	TileMapQuadrant q;
	q.coords = p_qk;
	rect_cache_dirty = true;
	
	RenderingServer *rs = RenderingServer::get_singleton();
	q.debug_canvas_item = rs->canvas_item_create();
	rs->canvas_item_set_z_index(q.debug_canvas_item, RS::CANVAS_ITEM_Z_MAX - 1);
	rs->canvas_item_set_parent(q.debug_canvas_item, tile_map_node->get_canvas_item());
	
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	if (tile_set.is_valid()) {
		_rendering_create_quadrant(&q);
	}
	return quadrant_map.insert(p_qk, q);
}
void TileMapLayer::_make_quadrant_dirty(HashMap<Vector2i, TileMapQuadrant>::Iterator Q) {