### 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
uint32_t v = decode_uint32(&local[4]);
			
			bool flip_h = v & (1UL << 29);
			bool flip_v = v & (1UL << 30);
			bool transpose = v & (1UL << 31);
			v &= (1UL << 29) - 1;
			
			int16_t coord_x = 0;
			int16_t coord_y = 0;
			if (format == FORMAT_2) {
				coord_x = decode_uint16(&local[8]);
				coord_y = decode_uint16(&local[10]);
			}
			if (tile_set.is_valid()) {
				Array a = tile_set->compatibility_tilemap_map(v, Vector2i(coord_x, coord_y), flip_h, flip_v, transpose);
				if (a.size() == 3) {
					set_cell(p_layer, Vector2i(x, y), a[0], a[1], a[2]);
				} else {
					ERR_PRINT(vformat("No valid tile in Tileset for: tile:%s coords:%s flip_h:%s flip_v:%s transpose:%s", v, Vector2i(coord_x, coord_y), flip_h, flip_v, transpose));
				}
			} else {
				int compatibility_alternative_tile = ((int)flip_h) + ((int)flip_v << 1) + ((int)transpose << 2);
				set_cell(p_layer, Vector2i(x, y), v, Vector2i(coord_x, coord_y), compatibility_alternative_tile);
			}
#endif
		}
	}
	emit_signal(SNAME("changed"));
}
Vector<int> TileMap::_get_tile_data(int p_layer) const {