### 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
return collision_animatable;
}
void TileMap::set_collision_visibility_mode(TileMap::VisibilityMode p_show_collision) {
	collision_visibility_mode = p_show_collision;
	_clear_internals();
	_recreate_internals();
	emit_signal(SNAME("changed"));
}
TileMap::VisibilityMode TileMap::get_collision_visibility_mode() {
	return collision_visibility_mode;
}
void TileMap::set_navigation_visibility_mode(TileMap::VisibilityMode p_show_navigation) {
	navigation_visibility_mode = p_show_navigation;
	_clear_internals();
	_recreate_internals();
	emit_signal(SNAME("changed"));
}
TileMap::VisibilityMode TileMap::get_navigation_visibility_mode() {
	return navigation_visibility_mode;
}
void TileMap::set_y_sort_enabled(bool p_enable) {
	Node2D::set_y_sort_enabled(p_enable);
	_clear_internals();
	_recreate_internals();
	emit_signal(SNAME("changed"));
	update_configuration_warnings();
}
Vector2i TileMap::_coords_to_quadrant_coords(int p_layer, const Vector2i &p_coords) const {