### 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
for (unsigned int layer = 0; layer < layers.size(); layer++) {
		_recreate_layer_internals(layer);
	}
}
void TileMap::_erase_quadrant(HashMap<Vector2i, TileMapQuadrant>::Iterator Q) {
	
	TileMapQuadrant *q = &(Q->value);
	
	if (tile_set.is_valid()) {
		_rendering_cleanup_quadrant(q);
		_physics_cleanup_quadrant(q);
		_navigation_cleanup_quadrant(q);
		_scenes_cleanup_quadrant(q);
	}
	
	if (q->dirty_list_element.in_list()) {
		layers[q->layer].dirty_quadrant_list.remove(&(q->dirty_list_element));
	}
	
	RenderingServer *rs = RenderingServer::get_singleton();
	rs->free(q->debug_canvas_item);
	layers[q->layer].quadrant_map.remove(Q);
	rect_cache_dirty = true;
}
void TileMap::_clear_layer_internals(int p_layer) {