### 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_COND_V(p_pattern.is_null(), Vector2i());
	ERR_FAIL_COND_V(!p_pattern->has_cell(p_coords_in_pattern), Vector2i());
	Vector2i output = p_position_in_tilemap + p_coords_in_pattern;
	if (tile_set->get_tile_shape() != TileSet::TILE_SHAPE_SQUARE) {
		if (tile_set->get_tile_layout() == TileSet::TILE_LAYOUT_STACKED) {
			if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL && bool(p_position_in_tilemap.y % 2) && bool(p_coords_in_pattern.y % 2)) {
				output.x += 1;
			} else if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_VERTICAL && bool(p_position_in_tilemap.x % 2) && bool(p_coords_in_pattern.x % 2)) {
				output.y += 1;
			}
		} else if (tile_set->get_tile_layout() == TileSet::TILE_LAYOUT_STACKED_OFFSET) {
			if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL && bool(p_position_in_tilemap.y % 2) && bool(p_coords_in_pattern.y % 2)) {
				output.x -= 1;
			} else if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_VERTICAL && bool(p_position_in_tilemap.x % 2) && bool(p_coords_in_pattern.x % 2)) {
				output.y -= 1;
			}
		}
	}
	return output;
}
void TileMap::set_pattern(int p_layer, const Vector2i &p_position, const Ref<TileMapPattern> p_pattern) {
	ERR_FAIL_INDEX(p_layer, (int)layers.size());
	ERR_FAIL_COND(!tile_set.is_valid());
	TypedArray<Vector2i> used_cells = p_pattern->get_used_cells();
	for (int i = 0; i < used_cells.size(); i++) {
		Vector2i coords = map_pattern(p_position, used_cells[i], p_pattern);
		set_cell(p_layer, coords, p_pattern->get_cell_source_id(used_cells[i]), p_pattern->get_cell_atlas_coords(used_cells[i]), p_pattern->get_cell_alternative_tile(used_cells[i]));
	}
}
TileSet::TerrainsPattern TileMap::_get_best_terrain_pattern_for_constraints(int p_terrain_set, const Vector2i &p_position, const RBSet<TerrainConstraint> &p_constraints, TileSet::TerrainsPattern p_current_pattern) {