### 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)

Vector2i output = p_coords;
	if (p_offset_axis == TileSet::TILE_OFFSET_AXIS_VERTICAL) {
		SWAP(output.x, output.y);
	}
	switch (p_from_layout) {
		case TileSet::TILE_LAYOUT_STACKED:
			break;
		case TileSet::TILE_LAYOUT_STACKED_OFFSET:
			if (output.y % 2) {
				output.x -= 1;
			}
			break;
		case TileSet::TILE_LAYOUT_STAIRS_RIGHT:
		case TileSet::TILE_LAYOUT_STAIRS_DOWN: