### 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)

const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	if (!tile_set.is_valid()) {
		return RBSet<TerrainConstraint>();
	}
	
	RBSet<TerrainConstraint> output;
	output.insert(TerrainConstraint(tile_map_node, p_position, p_terrains_pattern.get_terrain()));
	for (uint32_t i = 0; i < TileSet::CELL_NEIGHBOR_MAX; i++) {
		TileSet::CellNeighbor side = TileSet::CellNeighbor(i);
		if (tile_set->is_valid_terrain_peering_bit(p_terrain_set, side)) {
			TerrainConstraint c = TerrainConstraint(tile_map_node, p_position, side, p_terrains_pattern.get_terrain_peering_bit(side));
			output.insert(c);
		}
	}
	return output;
}
RBSet<TerrainConstraint> TileMapLayer::_get_terrain_constraints_from_painted_cells_list(const RBSet<Vector2i> &p_painted, int p_terrain_set, bool p_ignore_empty_terrains) const {