### 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_NULL(PhysicsServer2D::get_singleton());
	for (RID body : p_quadrant->bodies) {
		bodies_coords.erase(body);
		PhysicsServer2D::get_singleton()->free(body);
	}
	p_quadrant->bodies.clear();
}
void TileMap::_physics_draw_quadrant_debug(TileMapQuadrant *p_quadrant) {
	
	ERR_FAIL_COND(!tile_set.is_valid());
	if (!get_tree()) {
		return;
	}
	bool show_collision = false;
	switch (collision_visibility_mode) {
		case TileMap::VISIBILITY_MODE_DEFAULT:
			show_collision = !Engine::get_singleton()->is_editor_hint() && (get_tree() && get_tree()->is_debugging_collisions_hint());
			break;
		case TileMap::VISIBILITY_MODE_FORCE_HIDE:
			show_collision = false;
			break;
		case TileMap::VISIBILITY_MODE_FORCE_SHOW:
			show_collision = true;
			break;