### Godot version

v4.0.beta14.official [28a24639c]

### System information

Windows 10

### Issue description

`GPUParticles2D.collision_base_size` show units to be in pixels in editor. This is misleading, since the value doesn't change collider size in pixels, but multiplies it with the texture size.

Here's the exact logic how the size is calculated from `collision_base_size`:
https://github.com/godotengine/godot/blob/1dfd236f15d8553e0ad0c976eab93b70665c3b78/scene/2d/gpu_particles_2d.cpp#L188-L196

### Steps to reproduce

Add `GPUParticles2D` node. Look at property `collision_base_size` under Collision category.
![collision](https://user-images.githubusercontent.com/1621768/214155560-ea5c1ed2-6bc4-4776-bd7a-01b2900159c9.png)


### Minimal reproduction project

N/A
return lifetime;
}
int GPUParticles2D::get_trail_sections() const {
	return trail_sections;
}
int GPUParticles2D::get_trail_section_subdivisions() const {
	return trail_section_subdivisions;
}
bool GPUParticles2D::get_one_shot() const {
	return one_shot;
}
double GPUParticles2D::get_pre_process_time() const {
	return pre_process_time;
}
real_t GPUParticles2D::get_explosiveness_ratio() const {
	return explosiveness_ratio;
}
real_t GPUParticles2D::get_randomness_ratio() const {
	return randomness_ratio;
}
Rect2 GPUParticles2D::get_visibility_rect() const {
	return visibility_rect;
}
bool GPUParticles2D::get_use_local_coordinates() const {
	return local_coords;
}
Ref<Material> GPUParticles2D::get_process_material() const {
	return process_material;
}
double GPUParticles2D::get_speed_scale() const {