### 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)

ERR_FAIL_NULL(RenderingServer::get_singleton());
	RenderingServer *rs = RenderingServer::get_singleton();
	if (canvas_item.is_valid()) {
		rs->free(canvas_item);
		canvas_item = RID();
	}
}
void TileMapLayer::_rendering_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list) {
	ERR_FAIL_COND(!tile_map_node->is_inside_tree());
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	ERR_FAIL_COND(!tile_set.is_valid());
	bool node_visible = tile_map_node->is_visible_in_tree();
	SelfList<TileMapQuadrant> *q_list_element = r_dirty_quadrant_list.first();
	while (q_list_element) {
		TileMapQuadrant &q = *q_list_element->self();
		RenderingServer *rs = RenderingServer::get_singleton();
		
		for (const RID &ci : q.canvas_items) {