### 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
}
			}
			if (in_map_terrain_pattern != kv.value) {
				TileMapCell c = tile_set->get_random_tile_from_terrains_pattern(p_terrain_set, kv.value);
				set_cell(p_layer, kv.key, c.source_id, c.get_atlas_coords(), c.alternative_tile);
			}
		}
	}
}
TileMapCell TileMap::get_cell(int p_layer, const Vector2i &p_coords, bool p_use_proxies) const {
	ERR_FAIL_INDEX_V(p_layer, (int)layers.size(), TileMapCell());
	const HashMap<Vector2i, TileMapCell> &tile_map = layers[p_layer].tile_map;
	if (!tile_map.has(p_coords)) {
		return TileMapCell();
	} else {
		TileMapCell c = tile_map.find(p_coords)->value;
		if (p_use_proxies && tile_set.is_valid()) {
			Array proxyed = tile_set->map_tile_proxy(c.source_id, c.get_atlas_coords(), c.alternative_tile);
			c.source_id = proxyed[0];
			c.set_atlas_coords(proxyed[1]);
			c.alternative_tile = proxyed[2];
		}
		return c;
	}
}
HashMap<Vector2i, TileMapQuadrant> *TileMap::get_quadrant_map(int p_layer) {
	ERR_FAIL_INDEX_V(p_layer, (int)layers.size(), nullptr);
	return &layers[p_layer].quadrant_map;
}
Vector2i TileMap::get_coords_for_body_rid(RID p_physics_body) {