### 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)

}
		q_list_element = q_list_element->next();
	}
}
TileSet::TerrainsPattern TileMapLayer::_get_best_terrain_pattern_for_constraints(int p_terrain_set, const Vector2i &p_position, const RBSet<TerrainConstraint> &p_constraints, TileSet::TerrainsPattern p_current_pattern) {
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	if (!tile_set.is_valid()) {
		return TileSet::TerrainsPattern();
	}
	
	RBMap<TileSet::TerrainsPattern, int> terrain_pattern_score;
	RBSet<TileSet::TerrainsPattern> pattern_set = tile_set->get_terrains_pattern_set(p_terrain_set);
	ERR_FAIL_COND_V(pattern_set.is_empty(), TileSet::TerrainsPattern());
	for (TileSet::TerrainsPattern &terrain_pattern : pattern_set) {
		int score = 0;
		
		TerrainConstraint terrain_constraint = TerrainConstraint(tile_map_node, p_position, terrain_pattern.get_terrain());
		const RBSet<TerrainConstraint>::Element *in_set_constraint_element = p_constraints.find(terrain_constraint);
		if (in_set_constraint_element) {
			if (in_set_constraint_element->get().get_terrain() != terrain_constraint.get_terrain()) {
				score += in_set_constraint_element->get().get_priority();
			}
		} else if (p_current_pattern.get_terrain() != terrain_pattern.get_terrain()) {
			continue; 
		}
		
		bool invalid_pattern = false;
		for (int i = 0; i < TileSet::CELL_NEIGHBOR_MAX; i++) {
			TileSet::CellNeighbor bit = TileSet::CellNeighbor(i);
			if (tile_set->is_valid_terrain_peering_bit(p_terrain_set, bit)) {