### 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)

TILEMAP_CALL_FOR_LAYER(p_layer, set_navigation_map, p_map);
}
RID TileMap::get_layer_navigation_map(int p_layer) const {
	TILEMAP_CALL_FOR_LAYER_V(p_layer, RID(), get_navigation_map);
}
void TileMap::set_collision_animatable(bool p_enabled) {
	if (collision_animatable == p_enabled) {
		return;
	}
	collision_animatable = p_enabled;
	_clear_internals();
	set_notify_local_transform(p_enabled);
	set_physics_process_internal(p_enabled);
	_recreate_internals();
	emit_signal(CoreStringNames::get_singleton()->changed);
}
bool TileMap::is_collision_animatable() const {
	return collision_animatable;
}
void TileMap::set_collision_visibility_mode(TileMap::VisibilityMode p_show_collision) {
	if (collision_visibility_mode == p_show_collision) {
		return;
	}
	collision_visibility_mode = p_show_collision;
	_clear_internals();
	_recreate_internals();
	emit_signal(CoreStringNames::get_singleton()->changed);
}
TileMap::VisibilityMode TileMap::get_collision_visibility_mode() {