### 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
TileSetSource *source;
			if (tile_set->has_source(c.source_id)) {
				source = *tile_set->get_source(c.source_id);
				if (!source->has_tile(c.get_atlas_coords()) || !source->has_alternative_tile(c.get_atlas_coords(), c.alternative_tile)) {
					continue;
				}
				TileSetScenesCollectionSource *scenes_collection_source = Object::cast_to<TileSetScenesCollectionSource>(source);
				if (scenes_collection_source) {
					Ref<PackedScene> packed_scene = scenes_collection_source->get_scene_tile_scene(c.alternative_tile);
					if (packed_scene.is_valid()) {
						Node *scene = packed_scene->instantiate();
						Control *scene_as_control = Object::cast_to<Control>(scene);
						Node2D *scene_as_node2d = Object::cast_to<Node2D>(scene);
						if (scene_as_control) {
							scene_as_control->set_position(map_to_local(E_cell) + scene_as_control->get_position());
						} else if (scene_as_node2d) {
							Transform2D xform;
							xform.set_origin(map_to_local(E_cell));
							scene_as_node2d->set_transform(xform * scene_as_node2d->get_transform());
						}
						add_child(scene);
						q.scenes[E_cell] = scene->get_name();
					}
				}
			}
		}
		q_list_element = q_list_element->next();
	}
}
void TileMap::_scenes_cleanup_quadrant(TileMapQuadrant *p_quadrant) {