### 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
q.occluders[E_cell.value] = occluder_id;
						}
					}
				}
			}
		}
		_rendering_quadrant_order_dirty = true;
		q_list_element = q_list_element->next();
	}
	
	if (_rendering_quadrant_order_dirty) {
		int index = -(int64_t)0x80000000; 
		for (int layer = 0; layer < (int)layers.size(); layer++) {
			
			RBMap<Vector2i, Vector2i, TileMapQuadrant::CoordsWorldComparator> local_to_map;
			for (const KeyValue<Vector2i, TileMapQuadrant> &E : layers[layer].quadrant_map) {
				local_to_map[map_to_local(E.key)] = E.key;
			}
			
			for (const KeyValue<Vector2i, Vector2i> &E : local_to_map) {
				TileMapQuadrant &q = layers[layer].quadrant_map[E.value];
				for (const RID &ci : q.canvas_items) {
					RS::get_singleton()->canvas_item_set_draw_index(ci, index++);
				}
			}
		}
		_rendering_quadrant_order_dirty = false;
	}
}
void TileMap::_rendering_create_quadrant(TileMapQuadrant *p_quadrant) {