### 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)

break;
				case TileSet::CELL_NEIGHBOR_TOP_RIGHT_CORNER:
					bit = 3;
					base_cell_coords = p_tile_map->get_neighbor_cell(p_position, TileSet::CELL_NEIGHBOR_TOP_SIDE);
					break;
				case TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE:
					bit = 5;
					base_cell_coords = p_tile_map->get_neighbor_cell(p_position, TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE);
					break;
				default:
					ERR_FAIL();
					break;
			}
		}
	}
	terrain = p_terrain;
}
#define TILEMAP_CALL_FOR_LAYER(layer, function, ...) \
	if (layer < 0) {                                 \
		layer = layers.size() + layer;               \
	};                                               \
	ERR_FAIL_INDEX(layer, (int)layers.size());       \
	layers[layer]->function(__VA_ARGS__);
#define TILEMAP_CALL_FOR_LAYER_V(layer, err_value, function, ...) \
	if (layer < 0) {                                              \
		layer = layers.size() + layer;                            \
	};                                                            \
	ERR_FAIL_INDEX_V(layer, (int)layers.size(), err_value);       \
	return layers[layer]->function(__VA_ARGS__);
Vector2i TileMap::transform_coords_layout(const Vector2i &p_coords, TileSet::TileOffsetAxis p_offset_axis, TileSet::TileLayout p_from_layout, TileSet::TileLayout p_to_layout) {