### Godot version

v4.0.3.stable.mono.official [5222a99f5]

### System information

macOS Monterey 12.6.6 (21G646)

### Issue description

When creating a tileset by code with custom data layers, removing a layer with `remove_custom_data_layer` does not update the name-to-layer mapping; `get_custom_data_layer_by_name` will continue to return that layer's original index.

This has a downstream effect of causing TileData objects attempting to use `get_custom_data('Layer B')` to return invalid data (whatever custom data is now in Layer B's old index; e.g. Layer C).

I would expect that after using `remove_custom_data_layer`, I would be able to still use `get_custom_data_layer_by_name` on that tileset.

### Steps to reproduce

Run this code to see that getting Layer B by name after removing the first layer continues to return its original index (1) when in reality it is now at index 0.
```
	var tileset:TileSet = TileSet.new()

	tileset.add_custom_data_layer()
	tileset.set_custom_data_layer_name(0, 'Layer A')
	tileset.set_custom_data_layer_type(0, TYPE_INT)

	tileset.add_custom_data_layer()
	tileset.set_custom_data_layer_name(1, 'Layer B')
	tileset.set_custom_data_layer_type(1, TYPE_STRING)

	print('Layer index 0 name : ', tileset.get_custom_data_layer_name(0)) # Layer A
	print('Layer index 1 name : ', tileset.get_custom_data_layer_name(1)) # Layer B
	print('Layer B is on index : ', tileset.get_custom_data_layer_by_name("Layer B")) # 1

	print('----- removing custom data layer 0 -----')
	tileset.remove_custom_data_layer(0)

	print('Layer index 0 name : ', tileset.get_custom_data_layer_name(0)) # Layer B
	print('Layer index 1 name : ', tileset.get_custom_data_layer_name(1)) # prints an error, as expected
	print('Layer B is on index : ', tileset.get_custom_data_layer_by_name("Layer B")) # returns 1 still! should return 0.
```

### Minimal reproduction project

[RemoveCustomDataLayer.zip](https://github.com/godotengine/godot/files/11804762/RemoveCustomDataLayer.zip)

ClassDB::bind_method(D_METHOD("set_terrain_peering_bit", "peering_bit", "terrain"), &TileData::set_terrain_peering_bit);
	ClassDB::bind_method(D_METHOD("get_terrain_peering_bit", "peering_bit"), &TileData::get_terrain_peering_bit);
	
	ClassDB::bind_method(D_METHOD("set_navigation_polygon", "layer_id", "navigation_polygon"), &TileData::set_navigation_polygon);
	ClassDB::bind_method(D_METHOD("get_navigation_polygon", "layer_id"), &TileData::get_navigation_polygon);
	
	ClassDB::bind_method(D_METHOD("set_probability", "probability"), &TileData::set_probability);
	ClassDB::bind_method(D_METHOD("get_probability"), &TileData::get_probability);
	
	ClassDB::bind_method(D_METHOD("set_custom_data", "layer_name", "value"), &TileData::set_custom_data);
	ClassDB::bind_method(D_METHOD("get_custom_data", "layer_name"), &TileData::get_custom_data);
	ClassDB::bind_method(D_METHOD("set_custom_data_by_layer_id", "layer_id", "value"), &TileData::set_custom_data_by_layer_id);
	ClassDB::bind_method(D_METHOD("get_custom_data_by_layer_id", "layer_id"), &TileData::get_custom_data_by_layer_id);
	ADD_GROUP("Rendering", "");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "get_flip_h");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "get_flip_v");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "transpose"), "set_transpose", "get_transpose");
	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2I, "texture_origin", PROPERTY_HINT_NONE, "suffix:px"), "set_texture_origin", "get_texture_origin");
	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "modulate"), "set_modulate", "get_modulate");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "CanvasItemMaterial,ShaderMaterial"), "set_material", "get_material");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "z_index"), "set_z_index", "get_z_index");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "y_sort_origin"), "set_y_sort_origin", "get_y_sort_origin");
	ADD_GROUP("Terrains", "");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "terrain_set"), "set_terrain_set", "get_terrain_set");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "terrain"), "set_terrain", "get_terrain");
	ADD_GROUP("Miscellaneous", "");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "probability"), "set_probability", "get_probability");
	ADD_SIGNAL(MethodInfo("changed"));
}