### 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
#ifdef DEBUG_ENABLED
	if (!rect_cache_dirty) {
		return;
	}
	Rect2 r_total;
	bool first = true;
	for (unsigned int layer = 0; layer < layers.size(); layer++) {
		for (const KeyValue<Vector2i, TileMapQuadrant> &E : layers[layer].quadrant_map) {
			Rect2 r;
			r.position = map_to_local(E.key * get_effective_quadrant_size(layer));
			r.expand_to(map_to_local((E.key + Vector2i(1, 0)) * get_effective_quadrant_size(layer)));
			r.expand_to(map_to_local((E.key + Vector2i(1, 1)) * get_effective_quadrant_size(layer)));
			r.expand_to(map_to_local((E.key + Vector2i(0, 1)) * get_effective_quadrant_size(layer)));
			if (first) {
				r_total = r;
				first = false;
			} else {
				r_total = r_total.merge(r);
			}
		}
	}
	bool changed = rect_cache != r_total;
	rect_cache = r_total;
	item_rect_changed(changed);
	rect_cache_dirty = false;
#endif
}
void TileMap::_rendering_notification(int p_what) {