### 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_COND(p_layer_id < -1 || p_layer_id >= (int)layers.size());
	selected_layer = p_layer_id;
	emit_signal(CoreStringNames::get_singleton()->changed);
	
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_selected_layer_changed();
	}
}
int TileMap::get_selected_layer() const {
	return selected_layer;
}
void TileMap::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_ENTER_TREE: {
			_clear_internals();
			_recreate_internals();
		} break;
		case NOTIFICATION_EXIT_TREE: {
			_clear_internals();
		} break;
	}
	
	if (tile_set.is_valid()) {
		switch (p_what) {
			case TileMap::NOTIFICATION_ENTER_CANVAS: {
				for (Ref<TileMapLayer> &layer : layers) {