Light the tiles not darken them? 2D TileSet lighting, shadows and occlusion question

Godot Version

Godot 4.5.1

Question

How can a PointLight2D cast light on a TileSet tile with an occlusion polygon without the tile disappearing into its own shadow?

1. All on same bitmask layer
TileSet wall tiles with occlusion polygon layer 1
PointLight2D Shadow Item Cull Mask layer 1
Range Item Cull Mask layer 1

2. Without TileSet occlusion polygon, for reference
(The CharacterBody2D has its own LightOccluder2D and its Sprite2D has a Material CanvasItemMaterial Light Mode Unshaded to make the character sprite visible with no lighting applied. It’s for reference and not part of the question.)

3. Two PointLight2D, the first with shadow item cull mask layer 1, the second shadow cull on layer 2.
TileSet Visibility Light Mask 1 and 2, same for Visibility Layer.
This casts shadows from the TileSet walls and lights the walls but has the side effect of lighting things behind the walls that should be occluded.

4. This is a mock up of what’s desired, where the walls block light but are still lit themselves.

Is there a way to do the lighting like this (staying in 2D)?

Thank you in advance.