### 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 (used_rect_cache_dirty) {
		bool first = true;
		used_rect_cache = Rect2i();
		for (unsigned int i = 0; i < layers.size(); i++) {
			const HashMap<Vector2i, TileMapCell> &tile_map = layers[i].tile_map;
			if (tile_map.size() > 0) {
				if (first) {
					used_rect_cache = Rect2i(tile_map.begin()->key.x, tile_map.begin()->key.y, 0, 0);
					first = false;
				}
				for (const KeyValue<Vector2i, TileMapCell> &E : tile_map) {
					used_rect_cache.expand_to(Vector2i(E.key.x, E.key.y));
				}
			}
		}
		if (!first) { 
			used_rect_cache.size += Vector2i(1, 1); 
		}
		used_rect_cache_dirty = false;
	}
	return used_rect_cache;
}
void TileMap::set_light_mask(int p_light_mask) {