### 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_ENTER_CANVAS: {
			bool node_visible = is_visible_in_tree();
			for (int layer = 0; layer < (int)layers.size(); layer++) {
				for (KeyValue<Vector2i, TileMapQuadrant> &E_quadrant : layers[layer].quadrant_map) {
					TileMapQuadrant &q = E_quadrant.value;
					for (const KeyValue<Vector2i, RID> &kv : q.occluders) {
						Transform2D xform;
						xform.set_origin(map_to_local(kv.key));
						RS::get_singleton()->canvas_light_occluder_attach_to_canvas(kv.value, get_canvas());
						RS::get_singleton()->canvas_light_occluder_set_transform(kv.value, get_global_transform() * xform);
						RS::get_singleton()->canvas_light_occluder_set_enabled(kv.value, node_visible);
					}
				}
			}
		} break;
		case NOTIFICATION_VISIBILITY_CHANGED: {