### 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
_rendering_update_dirty_quadrants(dirty_quadrant_list);
		_physics_update_dirty_quadrants(dirty_quadrant_list);
		_navigation_update_dirty_quadrants(dirty_quadrant_list);
		_scenes_update_dirty_quadrants(dirty_quadrant_list);
		
		RenderingServer *rs = RenderingServer::get_singleton();
		for (SelfList<TileMapQuadrant> *q = dirty_quadrant_list.first(); q; q = q->next()) {
			rs->canvas_item_clear(q->self()->debug_canvas_item);
			Transform2D xform;
			xform.set_origin(map_to_local(q->self()->coords * get_effective_quadrant_size(layer)));
			rs->canvas_item_set_transform(q->self()->debug_canvas_item, xform);
			_rendering_draw_quadrant_debug(q->self());
			_physics_draw_quadrant_debug(q->self());
			_navigation_draw_quadrant_debug(q->self());
			_scenes_draw_quadrant_debug(q->self());
		}
		
		while (dirty_quadrant_list.first()) {
			
			for (const KeyValue<Vector2i, TileData *> &kv : dirty_quadrant_list.first()->self()->runtime_tile_data_cache) {
				memdelete(kv.value);
			}
			dirty_quadrant_list.remove(dirty_quadrant_list.first());
		}
	}
	pending_update = false;
	_recompute_rect_cache();
}
void TileMap::_recreate_layer_internals(int p_layer) {