### 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
if (texture.is_valid()) {
		texture->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &GPUParticles2D::_texture_changed));
	}
	texture = p_texture;
	if (texture.is_valid()) {
		texture->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &GPUParticles2D::_texture_changed));
	}
	_update_collision_size();
	queue_redraw();
}
Ref<Texture2D> GPUParticles2D::get_texture() const {
	return texture;
}
void GPUParticles2D::_validate_property(PropertyInfo &p_property) const {
}
void GPUParticles2D::emit_particle(const Transform2D &p_transform2d, const Vector2 &p_velocity2d, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
	Transform3D emit_transform;
	emit_transform.basis.set_column(0, Vector3(p_transform2d.columns[0].x, p_transform2d.columns[0].y, 0));
	emit_transform.basis.set_column(1, Vector3(p_transform2d.columns[1].x, p_transform2d.columns[1].y, 0));
	emit_transform.set_origin(Vector3(p_transform2d.get_origin().x, p_transform2d.get_origin().y, 0));
	Vector3 velocity = Vector3(p_velocity2d.x, p_velocity2d.y, 0);
	RS::get_singleton()->particles_emit(particles, emit_transform, velocity, p_color, p_custom, p_emit_flags);
}
void GPUParticles2D::_attach_sub_emitter() {