### 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
ERR_FAIL_INDEX(p_layer, (int)layers.size());
	
	while (layers[p_layer].quadrant_map.size()) {
		_erase_quadrant(layers[p_layer].quadrant_map.begin());
	}
	
	_rendering_cleanup_layer(p_layer);
	
	while (layers[p_layer].dirty_quadrant_list.first()) {
		layers[p_layer].dirty_quadrant_list.remove(layers[p_layer].dirty_quadrant_list.first());
	}
}
void TileMap::_clear_internals() {
	
	for (unsigned int layer = 0; layer < layers.size(); layer++) {
		_clear_layer_internals(layer);
	}
}
void TileMap::_recompute_rect_cache() {