### 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
if (pending_update || !is_inside_tree()) {
		return;
	}
	pending_update = true;
	call_deferred(SNAME("_update_dirty_quadrants"));
}
void TileMap::_update_dirty_quadrants() {
	if (!pending_update) {
		return;
	}
	if (!is_inside_tree() || !tile_set.is_valid()) {
		pending_update = false;
		return;
	}
	for (unsigned int layer = 0; layer < layers.size(); layer++) {
		SelfList<TileMapQuadrant>::List &dirty_quadrant_list = layers[layer].dirty_quadrant_list;
		
		for (SelfList<TileMapQuadrant> *q = dirty_quadrant_list.first(); q; q = q->next()) {
			q->self()->map_to_local.clear();
			q->self()->local_to_map.clear();
			for (const Vector2i &E : q->self()->cells) {
				Vector2i pk = E;
				Vector2i pk_local_coords = map_to_local(pk);
				q->self()->map_to_local[pk] = pk_local_coords;
				q->self()->local_to_map[pk_local_coords] = pk;
			}
		}
		
		_build_runtime_update_tile_data(dirty_quadrant_list);