### 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_V(p_layer, (int)layers.size(), TypedArray<Vector2i>());
	
	TypedArray<Vector2i> a;
	a.resize(layers[p_layer].tile_map.size());
	int i = 0;
	for (const KeyValue<Vector2i, TileMapCell> &E : layers[p_layer].tile_map) {
		Vector2i p(E.key.x, E.key.y);
		a[i++] = p;
	}
	return a;
}
Rect2i TileMap::get_used_rect() {