Well I want the walls to cast shadows, and as far as I know the way to do this is with occluders. But I don’t want the walls themselves to be dark like shown above.
An occluder does cast a shadow for you. Just your wall tiles happen to be behind, or inside the occluder, so they are inevitably in this casted shadow too. You seem to want for two exclusive things to have place simultaneously.
Remeber that there isn’t a “wall” to the engine. It’s all just a flat sheet with tiles painted on it. There isn’t an automatic way for it to tell what parts should be iluminated and how, as it could in a 3D environment where the floor and the walls are distinct polygons facing in different directions. Here your intent regarding lighting necessarily will have to be communicated to the engine via some “workaround”.
You could place the walls in a separate layer, and have that illuminated to whatever rules you have in mind for the walls. Or maybe there is a way to configure masks on light sources and occluders, but I have no working recipe to share.