### 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_COND(!tile_set.is_valid());
	SelfList<TileMapQuadrant> *q_list_element = r_dirty_quadrant_list.first();
	while (q_list_element) {
		TileMapQuadrant &q = *q_list_element->self();
		
		if (instantiated_scenes.is_empty()) {
			for (const KeyValue<Vector2i, String> &E : q.scenes) {
				Node *node = get_node_or_null(E.value);
				if (node) {
					node->queue_free();
				}
			}
		}
		q.scenes.clear();
		
		for (const Vector2i &E_cell : q.cells) {
			Vector3i cell_coords = Vector3i(q.layer, E_cell.x, E_cell.y);
			if (instantiated_scenes.has(cell_coords)) {
				
				continue;
			}
			if (!Engine::get_singleton()->is_editor_hint()) {
				instantiated_scenes.insert(cell_coords);
			}
			const TileMapCell &c = get_cell(q.layer, E_cell, true);