### 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)

TileMapQuadrant &q = Q->value;
	if (!q.dirty_list_element.in_list()) {
		dirty_quadrant_list.add(&q.dirty_list_element);
	}
	tile_map_node->queue_update_dirty_quadrants();
}
void TileMapLayer::_erase_quadrant(HashMap<Vector2i, TileMapQuadrant>::Iterator Q) {
	
	TileMapQuadrant *q = &(Q->value);
	
	if (tile_map_node->get_tileset().is_valid()) {
		_rendering_cleanup_quadrant(q);
		_physics_cleanup_quadrant(q);
		_navigation_cleanup_quadrant(q);
		_scenes_cleanup_quadrant(q);
	}
	
	if (q->dirty_list_element.in_list()) {
		dirty_quadrant_list.remove(&(q->dirty_list_element));
	}
	
	RenderingServer *rs = RenderingServer::get_singleton();
	rs->free(q->debug_canvas_item);
	quadrant_map.remove(Q);
	rect_cache_dirty = true;
}
void TileMapLayer::_rendering_update() {