### 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)

CanvasItem::set_use_parent_material(p_use_parent_material);
	
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_use_parent_material_changed();
	}
}
void TileMap::set_texture_filter(TextureFilter p_texture_filter) {
	
	CanvasItem::set_texture_filter(p_texture_filter);
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_texture_filter_changed();
	}
}
void TileMap::set_texture_repeat(CanvasItem::TextureRepeat p_texture_repeat) {
	
	CanvasItem::set_texture_repeat(p_texture_repeat);
	for (Ref<TileMapLayer> &layer : layers) {
		layer->notify_texture_repeat_changed();
	}
}
TypedArray<Vector2i> TileMap::get_surrounding_cells(const Vector2i &coords) {
	if (!tile_set.is_valid()) {
		return TypedArray<Vector2i>();
	}
	TypedArray<Vector2i> around;
	TileSet::TileShape shape = tile_set->get_tile_shape();