### 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 (used_rect_cache_dirty) {
		bool first = true;
		used_rect_cache = Rect2i();
		if (tile_map.size() > 0) {
			if (first) {
				used_rect_cache = Rect2i(tile_map.begin()->key.x, tile_map.begin()->key.y, 0, 0);
				first = false;
			}
			for (const KeyValue<Vector2i, TileMapCell> &E : tile_map) {
				used_rect_cache.expand_to(Vector2i(E.key.x, E.key.y));
			}
		}
		if (!first) { 
			used_rect_cache.size += Vector2i(1, 1); 
		}
		used_rect_cache_dirty = false;
	}
	return used_rect_cache;
}
void TileMapLayer::set_name(String p_name) {