### Godot version

v4.0.beta11.official [91713ced8]

### System information

MX Linux 21

### Issue description

In Godot 3, TileMap had methods get_used_cells() and get_used_cells_by_id(). Godot 4's TileMap only has get_used_cells() and is missing get_used_cells_by_id().

get_used_cells_by_id() is highly useful in multiple cases, for example when trying to get all cells that are of road type, to randomly spawn a car.

Re-implementing get_used_cells_by_id() should be simple. The method could simply call get_used_cells(), and ignore all cells that are of the wrong ID.

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
ERR_FAIL_COND(!tile_set.is_valid());
	_rendering_quadrant_order_dirty = true;
}
void TileMap::_rendering_cleanup_quadrant(TileMapQuadrant *p_quadrant) {
	ERR_FAIL_NULL(RenderingServer::get_singleton());
	
	for (const RID &ci : p_quadrant->canvas_items) {
		RenderingServer::get_singleton()->free(ci);
	}
	p_quadrant->canvas_items.clear();
	
	for (const KeyValue<Vector2i, RID> &kv : p_quadrant->occluders) {
		RenderingServer::get_singleton()->free(kv.value);
	}
	p_quadrant->occluders.clear();
}
void TileMap::_rendering_draw_quadrant_debug(TileMapQuadrant *p_quadrant) {