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Triggers don’t support continuous collision detection because they can’t. Continuous relies on a contact occuring where the colliders hit (bounce, stop etc); triggers don’t do this. The physics system doesn’t know what a BoxCollider2D or a TilemapCollider2D, by default they’re both producing polygons so to the physics they’re the same.
A BoxCollider2D set as a trigger is identical and will produce identical results as a same sized box-shaped tile.