### 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
Vector<String> components = String(p_name).split("/", true, 2);
	if (p_name == "format") {
		if (p_value.get_type() == Variant::INT) {
			format = (DataFormat)(p_value.operator int64_t()); 
			return true;
		}
	} else if (p_name == "tile_data") { 
		if (p_value.is_array()) {
			if (layers.size() < 1) {
				layers.resize(1);
			}
			_set_tile_data(0, p_value);
			return true;
		}
		return false;
	} else if (components.size() == 2 && components[0].begins_with("layer_") && components[0].trim_prefix("layer_").is_valid_int()) {
		int index = components[0].trim_prefix("layer_").to_int();
		if (index < 0) {
			return false;
		}
		if (index >= (int)layers.size()) {
			_clear_internals();
			while (index >= (int)layers.size()) {
				layers.push_back(TileMapLayer());
			}
			_recreate_internals();
			notify_property_list_changed();
			emit_signal(SNAME("changed"));