### 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
} else {
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE));
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_SIDE));
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE));
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE));
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_SIDE));
			around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE));
		}
	}
	return around;
}
void TileMap::draw_cells_outline(Control *p_control, const RBSet<Vector2i> &p_cells, Color p_color, Transform2D p_transform) {
	if (!tile_set.is_valid()) {
		return;
	}
	
	Vector2i tile_size = tile_set->get_tile_size();
	Vector<Vector2> polygon = tile_set->get_tile_shape_polygon();
	TileSet::TileShape shape = tile_set->get_tile_shape();
	for (const Vector2i &E : p_cells) {
		Vector2 center = map_to_local(E);
#define DRAW_SIDE_IF_NEEDED(side, polygon_index_from, polygon_index_to)                     \
	if (!p_cells.has(get_neighbor_cell(E, side))) {                                         \
		Vector2 from = p_transform.xform(center + polygon[polygon_index_from] * tile_size); \
		Vector2 to = p_transform.xform(center + polygon[polygon_index_to] * tile_size);     \
		p_control->draw_line(from, to, p_color);                                            \
	}
		if (shape == TileSet::TILE_SHAPE_SQUARE) {
			DRAW_SIDE_IF_NEEDED(TileSet::CELL_NEIGHBOR_RIGHT_SIDE, 1, 2);
			DRAW_SIDE_IF_NEEDED(TileSet::CELL_NEIGHBOR_BOTTOM_SIDE, 2, 3);