### 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
#include "tile_map.h"
#include "core/io/marshalls.h"
#include "scene/resources/world_2d.h"
#include "servers/navigation_server_2d.h"
#ifdef DEBUG_ENABLED
#include "servers/navigation_server_3d.h"
#endif 
HashMap<Vector2i, TileSet::CellNeighbor> TileMap::TerrainConstraint::get_overlapping_coords_and_peering_bits() const {
	HashMap<Vector2i, TileSet::CellNeighbor> output;
	ERR_FAIL_COND_V(is_center_bit(), output);
	Ref<TileSet> ts = tile_map->get_tileset();
	ERR_FAIL_COND_V(!ts.is_valid(), output);
	TileSet::TileShape shape = ts->get_tile_shape();
	if (shape == TileSet::TILE_SHAPE_SQUARE) {
		switch (bit) {
			case 1:
				output[base_cell_coords] = TileSet::CELL_NEIGHBOR_RIGHT_SIDE;
				output[tile_map->get_neighbor_cell(base_cell_coords, TileSet::CELL_NEIGHBOR_RIGHT_SIDE)] = TileSet::CELL_NEIGHBOR_LEFT_SIDE;
				break;
			case 2:
				output[base_cell_coords] = TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_CORNER;
				output[tile_map->get_neighbor_cell(base_cell_coords, TileSet::CELL_NEIGHBOR_RIGHT_SIDE)] = TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_CORNER;
				output[tile_map->get_neighbor_cell(base_cell_coords, TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_CORNER)] = TileSet::CELL_NEIGHBOR_TOP_LEFT_CORNER;