### 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
base_cell_coords = p_tile_map->get_neighbor_cell(p_position, TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE);
				break;
			case TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE:
				bit = 1;
				base_cell_coords = p_position;
				break;
			case TileSet::CELL_NEIGHBOR_BOTTOM_CORNER:
				bit = 2;
				base_cell_coords = p_position;
				break;
			case TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE:
				bit = 3;
				base_cell_coords = p_position;
				break;
			case TileSet::CELL_NEIGHBOR_LEFT_CORNER:
				bit = 2;
				base_cell_coords = p_tile_map->get_neighbor_cell(p_position, TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE);
				break;
			case TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE:
				bit = 1;
				base_cell_coords = p_tile_map->get_neighbor_cell(p_position, TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE);
				break;
			case TileSet::CELL_NEIGHBOR_TOP_CORNER:
				bit = 2;
				base_cell_coords = p_tile_map->get_neighbor_cell(p_position, TileSet::CELL_NEIGHBOR_TOP_CORNER);
				break;
			case TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE:
				bit = 3;
				base_cell_coords = p_tile_map->get_neighbor_cell(p_position, TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE);
				break;