### 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
update_configuration_warnings();
		}
		if (components[1] == "name") {
			set_layer_name(index, p_value);
			return true;
		} else if (components[1] == "enabled") {
			set_layer_enabled(index, p_value);
			return true;
		} else if (components[1] == "modulate") {
			set_layer_modulate(index, p_value);
			return true;
		} else if (components[1] == "y_sort_enabled") {
			set_layer_y_sort_enabled(index, p_value);
			return true;
		} else if (components[1] == "y_sort_origin") {
			set_layer_y_sort_origin(index, p_value);
			return true;
		} else if (components[1] == "z_index") {
			set_layer_z_index(index, p_value);
			return true;
		} else if (components[1] == "tile_data") {
			_set_tile_data(index, p_value);
			return true;
		} else {
			return false;
		}
	}
	return false;
}
bool TileMap::_get(const StringName &p_name, Variant &r_ret) const {