### 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)

return y_sort_enabled;
}
void TileMapLayer::set_y_sort_origin(int p_y_sort_origin) {
	if (y_sort_origin == p_y_sort_origin) {
		return;
	}
	y_sort_origin = p_y_sort_origin;
	clear_internals();
	recreate_internals();
	tile_map_node->emit_signal(CoreStringNames::get_singleton()->changed);
}
int TileMapLayer::get_y_sort_origin() const {
	return y_sort_origin;
}
void TileMapLayer::set_z_index(int p_z_index) {
	if (z_index == p_z_index) {
		return;
	}
	z_index = p_z_index;
	_rendering_update();
	tile_map_node->emit_signal(CoreStringNames::get_singleton()->changed);
	tile_map_node->update_configuration_warnings();
}
int TileMapLayer::get_z_index() const {
	return z_index;
}
void TileMapLayer::set_navigation_map(RID p_map) {