### 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(!tile_set.is_valid(), false);
	TileSet::TileShape shape = tile_set->get_tile_shape();
	if (shape == TileSet::TILE_SHAPE_SQUARE) {
		return p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_SIDE ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_CORNER ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_SIDE ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_CORNER ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_SIDE ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_CORNER ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_SIDE ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_CORNER;
	} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC) {
		return p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_CORNER ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_CORNER ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_CORNER ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_CORNER ||
				p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE;
	} else {
		if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
			return p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_SIDE ||
					p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE ||
					p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE ||
					p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_SIDE ||
					p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE ||
					p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE;
		} else {
			return p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE ||