### 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
show_navigation = true;
			break;
	}
	if (!show_navigation) {
		return;
	}
	RenderingServer *rs = RenderingServer::get_singleton();
	Color color = Color(0.5, 1.0, 1.0, 1.0);
#ifdef DEBUG_ENABLED
	color = NavigationServer3D::get_singleton()->get_debug_navigation_geometry_face_color();
#endif 
	RandomPCG rand;
	Vector2 quadrant_pos = map_to_local(p_quadrant->coords * get_effective_quadrant_size(p_quadrant->layer));
	for (const Vector2i &E_cell : p_quadrant->cells) {
		TileMapCell c = get_cell(p_quadrant->layer, E_cell, true);
		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;
			}
			TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
			if (atlas_source) {
				const TileData *tile_data;
				if (p_quadrant->runtime_tile_data_cache.has(E_cell)) {
					tile_data = p_quadrant->runtime_tile_data_cache[E_cell];
				} else {
					tile_data = atlas_source->get_tile_data(c.get_atlas_coords(), c.alternative_tile);
				}
				Transform2D cell_to_quadrant;