### 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
if (instantiated_scenes.is_empty()) {
		for (const KeyValue<Vector2i, String> &E : p_quadrant->scenes) {
			Node *node = get_node_or_null(E.value);
			if (node) {
				node->queue_free();
			}
		}
		p_quadrant->scenes.clear();
	}
}
void TileMap::_scenes_draw_quadrant_debug(TileMapQuadrant *p_quadrant) {
	ERR_FAIL_COND(!tile_set.is_valid());
	if (!Engine::get_singleton()->is_editor_hint()) {
		return;
	}
	
	RenderingServer *rs = RenderingServer::get_singleton();
	Vector2 quadrant_pos = map_to_local(p_quadrant->coords * get_effective_quadrant_size(p_quadrant->layer));
	for (const Vector2i &E_cell : p_quadrant->cells) {
		const TileMapCell &c = get_cell(p_quadrant->layer, E_cell, true);
		TileSetSource *source;