TileMapLayer.notify_runtime_tile_data_update() doesn't work as I expect

Godot Version

4.3

Question

Here is my code:

@tool
extends TileMapLayer

func _on_timer_timeout() -> void:
    print("Received timeout signal!")
    notify_runtime_tile_data_update()
    
func _use_tile_data_runtime_update(coords: Vector2i) -> bool:
    print("Checking if tile data should be updated at ", coords)
    return true

func _update_tile_data(coords: Vector2i, tile_data: Dictionary) -> void:
    print("Updating tile data at ", coords)

I have verified its behavior both in the editor and at runtime, it is the same.

I can confirm that my timer is working properly. “Received timeout signal!” is being printed to the terminal at regular interval. Which means that notify_runtime_tile_data_update() is being called at regular interval. I would have expected the call to that method to trigger a call to _use_tile_data_runtime_update(coords: Vector2i) for all tiles and to print “Checking if tile data should be updated at {coords}”, but it doesn’t at all. Why is that?

Here is a link to my Github repo: https://github.com/snowfrogdev/pirate-software-game-jam-16/blob/main/tile_map_layer.gd