### 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
switch (p_what) {
		case NOTIFICATION_TRANSFORM_CHANGED: {
			if (is_inside_tree()) {
				for (int layer = 0; layer < (int)layers.size(); layer++) {
					Transform2D tilemap_xform = get_global_transform();
					for (KeyValue<Vector2i, TileMapQuadrant> &E_quadrant : layers[layer].quadrant_map) {
						TileMapQuadrant &q = E_quadrant.value;
						for (const KeyValue<Vector2i, Vector<RID>> &E_region : q.navigation_regions) {
							for (int layer_index = 0; layer_index < E_region.value.size(); layer_index++) {
								RID region = E_region.value[layer_index];
								if (!region.is_valid()) {
									continue;
								}
								Transform2D tile_transform;
								tile_transform.set_origin(map_to_local(E_region.key));
								NavigationServer2D::get_singleton()->region_set_transform(region, tilemap_xform * tile_transform);
							}
						}
					}
				}
			}
		} break;
	}
}
void TileMap::_navigation_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list) {