### 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
return tile_set;
}
void TileMap::set_tileset(const Ref<TileSet> &p_tileset) {
	if (p_tileset == tile_set) {
		return;
	}
	
	if (tile_set.is_valid()) {
		tile_set->disconnect("changed", callable_mp(this, &TileMap::_tile_set_changed));
	}
	if (!p_tileset.is_valid()) {
		_clear_internals();
	}
	tile_set = p_tileset;
	if (tile_set.is_valid()) {
		tile_set->connect("changed", callable_mp(this, &TileMap::_tile_set_changed));
		_clear_internals();
		_recreate_internals();
	}
	emit_signal(SNAME("changed"));
}
void TileMap::set_quadrant_size(int p_size) {