### 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)

Ref<Material> mat = tile_data->get_material();
					int tile_z_index = tile_data->get_z_index();
					
					Vector2 tile_position = tile_map_node->map_to_local(q.coords * get_effective_quadrant_size());
					if (tile_map_node->is_y_sort_enabled() && y_sort_enabled) {
						
						tile_position.y += y_sort_origin + tile_data->get_y_sort_origin();
					}
					
					
					RID ci;
					
					if (prev_ci == RID() || prev_material != mat || prev_z_index != tile_z_index) {
						
						ci = rs->canvas_item_create();
						if (mat.is_valid()) {
							rs->canvas_item_set_material(ci, mat->get_rid());
						}
						rs->canvas_item_set_parent(ci, canvas_item);
						rs->canvas_item_set_use_parent_material(ci, tile_map_node->get_use_parent_material() || tile_map_node->get_material().is_valid());
						Transform2D xform;
						xform.set_origin(tile_position);
						rs->canvas_item_set_transform(ci, xform);
						rs->canvas_item_set_light_mask(ci, tile_map_node->get_light_mask());
						rs->canvas_item_set_z_as_relative_to_parent(ci, true);
						rs->canvas_item_set_z_index(ci, tile_z_index);
						rs->canvas_item_set_default_texture_filter(ci, RS::CanvasItemTextureFilter(tile_map_node->get_texture_filter_in_tree()));
						rs->canvas_item_set_default_texture_repeat(ci, RS::CanvasItemTextureRepeat(tile_map_node->get_texture_repeat_in_tree()));
						q.canvas_items.push_back(ci);
						prev_ci = ci;