### 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
ERR_FAIL_NULL(NavigationServer2D::get_singleton());
	for (const KeyValue<Vector2i, Vector<RID>> &E : p_quadrant->navigation_regions) {
		for (int i = 0; i < E.value.size(); i++) {
			RID region = E.value[i];
			if (!region.is_valid()) {
				continue;
			}
			NavigationServer2D::get_singleton()->free(region);
		}
	}
	p_quadrant->navigation_regions.clear();
}
void TileMap::_navigation_draw_quadrant_debug(TileMapQuadrant *p_quadrant) {
	
	ERR_FAIL_COND(!tile_set.is_valid());
	if (!get_tree()) {
		return;
	}
	bool show_navigation = false;
	switch (navigation_visibility_mode) {
		case TileMap::VISIBILITY_MODE_DEFAULT:
			show_navigation = !Engine::get_singleton()->is_editor_hint() && (get_tree() && get_tree()->is_debugging_navigation_hint());
			break;
		case TileMap::VISIBILITY_MODE_FORCE_HIDE:
			show_navigation = false;
			break;
		case TileMap::VISIBILITY_MODE_FORCE_SHOW: