### 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
switch (p_what) {
		case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
			bool in_editor = false;
#ifdef TOOLS_ENABLED
			in_editor = Engine::get_singleton()->is_editor_hint();
#endif
			if (is_inside_tree() && collision_animatable && !in_editor) {
				
				last_valid_transform = new_transform;
				set_notify_local_transform(false);
				set_global_transform(new_transform);
				set_notify_local_transform(true);
			}
		} break;
		case NOTIFICATION_TRANSFORM_CHANGED: {
			bool in_editor = false;
#ifdef TOOLS_ENABLED
			in_editor = Engine::get_singleton()->is_editor_hint();
#endif
			if (is_inside_tree() && (!collision_animatable || in_editor)) {
				
				Transform2D gl_transform = get_global_transform();
				for (int layer = 0; layer < (int)layers.size(); layer++) {
					for (KeyValue<Vector2i, TileMapQuadrant> &E : layers[layer].quadrant_map) {
						TileMapQuadrant &q = E.value;
						for (RID body : q.bodies) {