### 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
BIND_ENUM_CONSTANT(VISIBILITY_MODE_DEFAULT);
	BIND_ENUM_CONSTANT(VISIBILITY_MODE_FORCE_HIDE);
	BIND_ENUM_CONSTANT(VISIBILITY_MODE_FORCE_SHOW);
}
void TileMap::_tile_set_changed() {
	emit_signal(SNAME("changed"));
	_tile_set_changed_deferred_update_needed = true;
	instantiated_scenes.clear();
	call_deferred(SNAME("_tile_set_changed_deferred_update"));
	update_configuration_warnings();
}
void TileMap::_tile_set_changed_deferred_update() {
	if (_tile_set_changed_deferred_update_needed) {
		_clear_internals();
		_recreate_internals();
		_tile_set_changed_deferred_update_needed = false;
	}
}
TileMap::TileMap() {
	set_notify_transform(true);
	set_notify_local_transform(false);
	layers.resize(1);
}
TileMap::~TileMap() {
	if (tile_set.is_valid()) {
		tile_set->disconnect("changed", callable_mp(this, &TileMap::_tile_set_changed));
	}
	_clear_internals();
}