### 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 (p_layer >= 0) {
		TILEMAP_CALL_FOR_LAYER(p_layer, force_update);
	} else {
		_clear_internals();
		_recreate_internals();
	}
}
#ifdef TOOLS_ENABLED
Rect2 TileMap::_edit_get_rect() const {
	
	if (layers.is_empty()) {
		return Rect2();
	}
	bool any_changed = false;
	bool changed = false;
	Rect2 rect = layers[0]->get_rect(changed);
	any_changed |= changed;
	for (unsigned int i = 1; i < layers.size(); i++) {
		rect = rect.merge(layers[i]->get_rect(changed));
		any_changed |= changed;
	}
	const_cast<TileMap *>(this)->item_rect_changed(any_changed);
	return rect;
}
#endif
bool TileMap::_set(const StringName &p_name, const Variant &p_value) {