### 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
ERR_FAIL_INDEX(p_layer, (int)layers.size());
	
	ERR_FAIL_COND_MSG(layers[p_layer].quadrant_map.size() > 0, "TileMap layer " + itos(p_layer) + " had a non-empty quadrant map.");
	if (!layers[p_layer].enabled) {
		return;
	}
	
	_rendering_update_layer(p_layer);
	
	const HashMap<Vector2i, TileMapCell> &tile_map = layers[p_layer].tile_map;
	for (const KeyValue<Vector2i, TileMapCell> &E : tile_map) {
		Vector2i qk = _coords_to_quadrant_coords(p_layer, Vector2i(E.key.x, E.key.y));
		HashMap<Vector2i, TileMapQuadrant>::Iterator Q = layers[p_layer].quadrant_map.find(qk);
		if (!Q) {
			Q = _create_quadrant(p_layer, qk);
			layers[p_layer].dirty_quadrant_list.add(&Q->value.dirty_list_element);
		}
		Vector2i pk = E.key;
		Q->value.cells.insert(pk);
		_make_quadrant_dirty(Q);
	}
	_queue_update_dirty_quadrants();
}
void TileMap::_recreate_internals() {