### 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
TileMapQuadrant &q = Q->value;
	if (!q.dirty_list_element.in_list()) {
		layers[q.layer].dirty_quadrant_list.add(&q.dirty_list_element);
	}
	_queue_update_dirty_quadrants();
}
void TileMap::_make_all_quadrants_dirty() {
	
	for (unsigned int layer = 0; layer < layers.size(); layer++) {
		for (KeyValue<Vector2i, TileMapQuadrant> &E : layers[layer].quadrant_map) {
			if (!E.value.dirty_list_element.in_list()) {
				layers[layer].dirty_quadrant_list.add(&E.value.dirty_list_element);
			}
		}
	}
	_queue_update_dirty_quadrants();
}
void TileMap::_queue_update_dirty_quadrants() {