### 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
source = *tile_set->get_source(c.source_id);
					if (!source->has_tile(c.get_atlas_coords()) || !source->has_alternative_tile(c.get_atlas_coords(), c.alternative_tile)) {
						continue;
					}
					TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
					if (atlas_source) {
						bool ret = false;
						if (GDVIRTUAL_CALL(_use_tile_data_runtime_update, q.layer, E_cell.value, ret) && ret) {
							TileData *tile_data = atlas_source->get_tile_data(c.get_atlas_coords(), c.alternative_tile);
							
							TileData *tile_data_runtime_use = tile_data->duplicate();
							tile_data->set_allow_transform(true);
							q.runtime_tile_data_cache[E_cell.value] = tile_data_runtime_use;
							GDVIRTUAL_CALL(_tile_data_runtime_update, q.layer, E_cell.value, tile_data_runtime_use);
						}
					}
				}
			}
			q_list_element = q_list_element->next();
		}
	}
}
#ifdef TOOLS_ENABLED
Rect2 TileMap::_edit_get_rect() const {
	
	const_cast<TileMap *>(this)->_recompute_rect_cache();
	return rect_cache;
}
#endif
bool TileMap::_set(const StringName &p_name, const Variant &p_value) {