### 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
Transform2D xf2d = get_global_transform();
	Transform3D xf;
	xf.basis.set_column(0, Vector3(xf2d.columns[0].x, xf2d.columns[0].y, 0));
	xf.basis.set_column(1, Vector3(xf2d.columns[1].x, xf2d.columns[1].y, 0));
	xf.set_origin(Vector3(xf2d.get_origin().x, xf2d.get_origin().y, 0));
	RS::get_singleton()->particles_set_emission_transform(particles, xf);
}
void GPUParticles2D::set_process_material(const Ref<Material> &p_material) {
	process_material = p_material;
	Ref<ParticleProcessMaterial> pm = p_material;
	if (pm.is_valid() && !pm->get_particle_flag(ParticleProcessMaterial::PARTICLE_FLAG_DISABLE_Z) && pm->get_gravity() == Vector3(0, -9.8, 0)) {
		
		pm->set_particle_flag(ParticleProcessMaterial::PARTICLE_FLAG_DISABLE_Z, true);
		pm->set_gravity(Vector3(0, 98, 0));
	}
	RID material_rid;
	if (process_material.is_valid()) {
		material_rid = process_material->get_rid();
	}
	RS::get_singleton()->particles_set_process_material(particles, material_rid);
	update_configuration_warnings();
}
void GPUParticles2D::set_trail_enabled(bool p_enabled) {