How to no use findobjectsoftype in this script.

Hi i have script below that finds closest enemy with Type(i dont know what is this type exactly).
I dont want it to find some enemies (when their health <= 0) thats why im trying to make this code work with findwithTAG instead of findobjectsofTYPE so i can untag enemie when i dont want it to find. How can i do that thanks.

   private void RotateClosestEnemy()
    {
        //FİND CLOSEST ENEMY
        distanceToClosestEnemy = Mathf.Infinity;
        Enemy[] allEnemies = GameObject.FindObjectsOfType<Enemy>();

        foreach (Enemy currentEnemy in allEnemies)
        {
            float distanceToEnemy = (currentEnemy.transform.position - this.transform.position).sqrMagnitude;
            if (distanceToEnemy < distanceToClosestEnemy)
            {
                distanceToClosestEnemy = distanceToEnemy;
                closestEnemy = currentEnemy;
            }
        }

        Debug.DrawLine(this.transform.position, closestEnemy.transform.position);
        //-----------------------------------------------------------------------------------------------

        Quaternion lookRotation = Quaternion.LookRotation(closestEnemy.transform.position - transform.position);
        //DÜŞMANLARA DÖNERKEN NE HIZDA DÖNCEĞİ ALTTAKİ KOD
        lookRotation = Quaternion.RotateTowards(transform.rotation, lookRotation, 900*Time.fixedDeltaTime);
        if (distanceToClosestEnemy < 135)
        {
            rb.MoveRotation(lookRotation);

        }
    }

oh okey i changed the Enemy to gameobject and problem solved.

        //FİND CLOSEST ENEMY
        distanceToClosestEnemy = Mathf.Infinity;
        GameObject[] Allenemy = GameObject.FindGameObjectsWithTag("Enemy");
        //Enemy[] allEnemies = GameObject.FindObjectsOfType<Enemy>();

        foreach (GameObject currentEnemy in Allenemy)
        {
            float distanceToEnemy = (currentEnemy.transform.position - this.transform.position).sqrMagnitude;
            if (distanceToEnemy < distanceToClosestEnemy)
            {
                distanceToClosestEnemy = distanceToEnemy;
                closestEnemy = currentEnemy;
            }
        }

        Debug.DrawLine(this.transform.position, closestEnemy.transform.position);
        //-----------------------------------------------------------------------------------------------

        Quaternion lookRotation = Quaternion.LookRotation(closestEnemy.transform.position - transform.position);
        //DÜŞMANLARA DÖNERKEN NE HIZDA DÖNCEĞİ ALTTAKİ KOD
        lookRotation = Quaternion.RotateTowards(transform.rotation, lookRotation, 900*Time.fixedDeltaTime);
        if (distanceToClosestEnemy < 135)
        {
            rb.MoveRotation(lookRotation);

        }