### 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_MSG(quadrant_map.size() > 0, "TileMap layer had a non-empty quadrant map.");
	if (!enabled) {
		return;
	}
	
	_rendering_update();
	
	_navigation_update();
	
	for (const KeyValue<Vector2i, TileMapCell> &E : tile_map) {
		Vector2i qk = _coords_to_quadrant_coords(Vector2i(E.key.x, E.key.y));
		HashMap<Vector2i, TileMapQuadrant>::Iterator Q = quadrant_map.find(qk);
		if (!Q) {
			Q = _create_quadrant(qk);
			dirty_quadrant_list.add(&Q->value.dirty_list_element);
		}
		Vector2i pk = E.key;
		Q->value.cells.insert(pk);
		_make_quadrant_dirty(Q);
	}
	tile_map_node->queue_update_dirty_quadrants();
}
void TileMapLayer::notify_canvas_entered() {