### 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 true;
		} else if (components[1] == "y_sort_origin") {
			r_ret = get_layer_y_sort_origin(index);
			return true;
		} else if (components[1] == "z_index") {
			r_ret = get_layer_z_index(index);
			return true;
		} else if (components[1] == "tile_data") {
			r_ret = _get_tile_data(index);
			return true;
		} else {
			return false;
		}
	}
	return false;
}
void TileMap::_get_property_list(List<PropertyInfo> *p_list) const {
	p_list->push_back(PropertyInfo(Variant::INT, "format", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
	p_list->push_back(PropertyInfo(Variant::NIL, "Layers", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_GROUP));
	for (unsigned int i = 0; i < layers.size(); i++) {
		p_list->push_back(PropertyInfo(Variant::STRING, vformat("layer_%d/name", i), PROPERTY_HINT_NONE));
		p_list->push_back(PropertyInfo(Variant::BOOL, vformat("layer_%d/enabled", i), PROPERTY_HINT_NONE));
		p_list->push_back(PropertyInfo(Variant::COLOR, vformat("layer_%d/modulate", i), PROPERTY_HINT_NONE));
		p_list->push_back(PropertyInfo(Variant::BOOL, vformat("layer_%d/y_sort_enabled", i), PROPERTY_HINT_NONE));
		p_list->push_back(PropertyInfo(Variant::INT, vformat("layer_%d/y_sort_origin", i), PROPERTY_HINT_NONE, "suffix:px"));
		p_list->push_back(PropertyInfo(Variant::INT, vformat("layer_%d/z_index", i), PROPERTY_HINT_NONE));
		p_list->push_back(PropertyInfo(Variant::OBJECT, vformat("layer_%d/tile_data", i), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
	}
}
Vector2 TileMap::map_to_local(const Vector2i &p_pos) const {