### 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)

_erase_quadrant(Q);
		} else {
			_make_quadrant_dirty(Q);
		}
		used_rect_cache_dirty = true;
	} else {
		if (!E) {
			
			E = tile_map.insert(pk, TileMapCell());
			
			if (!Q) {
				Q = _create_quadrant(qk);
			}
			TileMapQuadrant &q = Q->value;
			q.cells.insert(pk);
		} else {
			ERR_FAIL_COND(!Q); 
			if (E->value.source_id == source_id && E->value.get_atlas_coords() == atlas_coords && E->value.alternative_tile == alternative_tile) {
				return; 
			}
		}
		TileMapCell &c = E->value;
		c.source_id = source_id;
		c.set_atlas_coords(atlas_coords);
		c.alternative_tile = alternative_tile;
		_make_quadrant_dirty(Q);
		used_rect_cache_dirty = true;
	}
}
void TileMapLayer::erase_cell(const Vector2i &p_coords) {