### 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)

if (!tile_map_node->is_inside_tree()) {
		return;
	}
	bool in_editor = false;
#ifdef TOOLS_ENABLED
	in_editor = Engine::get_singleton()->is_editor_hint();
#endif
	if (!tile_map_node->is_collision_animatable() || in_editor) {
		Transform2D gl_transform = tile_map_node->get_global_transform();
		for (KeyValue<Vector2i, TileMapQuadrant> &E : quadrant_map) {
			TileMapQuadrant &q = E.value;
			for (RID body : q.bodies) {
				Transform2D xform;
				xform.set_origin(tile_map_node->map_to_local(bodies_coords[body]));
				xform = gl_transform * xform;
				PhysicsServer2D::get_singleton()->body_set_state(body, PhysicsServer2D::BODY_STATE_TRANSFORM, xform);
			}
		}
	}
}
void TileMapLayer::notify_canvas_exited() {
	for (KeyValue<Vector2i, TileMapQuadrant> &E_quadrant : quadrant_map) {
		TileMapQuadrant &q = E_quadrant.value;
		for (const KeyValue<Vector2i, RID> &kv : q.occluders) {
			RS::get_singleton()->canvas_light_occluder_attach_to_canvas(kv.value, RID());
		}
	}
}
void TileMapLayer::notify_selected_layer_changed() {