### 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
rs->canvas_item_set_use_parent_material(ci, get_use_parent_material() || get_material().is_valid());
						Transform2D xform;
						xform.set_origin(tile_position);
						rs->canvas_item_set_transform(ci, xform);
						rs->canvas_item_set_light_mask(ci, get_light_mask());
						rs->canvas_item_set_z_as_relative_to_parent(ci, true);
						rs->canvas_item_set_z_index(ci, tile_z_index);
						rs->canvas_item_set_default_texture_filter(ci, RS::CanvasItemTextureFilter(get_texture_filter_in_tree()));
						rs->canvas_item_set_default_texture_repeat(ci, RS::CanvasItemTextureRepeat(get_texture_repeat_in_tree()));
						q.canvas_items.push_back(ci);
						prev_ci = ci;
						prev_material = mat;
						prev_z_index = tile_z_index;
					} else {
						
						ci = prev_ci;
					}
					
					draw_tile(ci, E_cell.key - tile_position, tile_set, c.source_id, c.get_atlas_coords(), c.alternative_tile, -1, get_self_modulate(), tile_data);
					
					for (int i = 0; i < tile_set->get_occlusion_layers_count(); i++) {
						Transform2D xform;
						xform.set_origin(E_cell.key);
						if (tile_data->get_occluder(i).is_valid()) {
							RID occluder_id = rs->canvas_light_occluder_create();
							rs->canvas_light_occluder_set_enabled(occluder_id, node_visible);
							rs->canvas_light_occluder_set_transform(occluder_id, get_global_transform() * xform);
							rs->canvas_light_occluder_set_polygon(occluder_id, tile_data->get_occluder(i)->get_rid());
							rs->canvas_light_occluder_attach_to_canvas(occluder_id, get_canvas());
							rs->canvas_light_occluder_set_light_mask(occluder_id, tile_set->get_occlusion_layer_light_mask(i));