### 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
CanvasItem::set_light_mask(p_light_mask);
	for (unsigned int layer = 0; layer < layers.size(); layer++) {
		for (const KeyValue<Vector2i, TileMapQuadrant> &E : layers[layer].quadrant_map) {
			for (const RID &ci : E.value.canvas_items) {
				RenderingServer::get_singleton()->canvas_item_set_light_mask(ci, get_light_mask());
			}
		}
		_rendering_update_layer(layer);
	}
}
void TileMap::set_material(const Ref<Material> &p_material) {