### 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());
	
	for (const RID &ci : p_quadrant->canvas_items) {
		RenderingServer::get_singleton()->free(ci);
	}
	p_quadrant->canvas_items.clear();
	
	for (const KeyValue<Vector2i, RID> &kv : p_quadrant->occluders) {
		RenderingServer::get_singleton()->free(kv.value);
	}
	p_quadrant->occluders.clear();
}
void TileMapLayer::_rendering_draw_quadrant_debug(TileMapQuadrant *p_quadrant) {
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	ERR_FAIL_COND(!tile_set.is_valid());
	if (!Engine::get_singleton()->is_editor_hint()) {
		return;
	}
	
	RenderingServer *rs = RenderingServer::get_singleton();
	Vector2 quadrant_pos = tile_map_node->map_to_local(p_quadrant->coords * get_effective_quadrant_size());
	for (const Vector2i &E_cell : p_quadrant->cells) {
		const TileMapCell &c = get_cell(E_cell, true);
		TileSetSource *source;
		if (tile_set->has_source(c.source_id)) {
			source = *tile_set->get_source(c.source_id);