### 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 speed_scale;
}
void GPUParticles2D::set_draw_order(DrawOrder p_order) {
	draw_order = p_order;
	RS::get_singleton()->particles_set_draw_order(particles, RS::ParticlesDrawOrder(p_order));
}
GPUParticles2D::DrawOrder GPUParticles2D::get_draw_order() const {
	return draw_order;
}
void GPUParticles2D::set_fixed_fps(int p_count) {
	fixed_fps = p_count;
	RS::get_singleton()->particles_set_fixed_fps(particles, p_count);
}
int GPUParticles2D::get_fixed_fps() const {
	return fixed_fps;
}
void GPUParticles2D::set_fractional_delta(bool p_enable) {
	fractional_delta = p_enable;
	RS::get_singleton()->particles_set_fractional_delta(particles, p_enable);
}
bool GPUParticles2D::get_fractional_delta() const {
	return fractional_delta;
}
void GPUParticles2D::set_interpolate(bool p_enable) {
	interpolate = p_enable;
	RS::get_singleton()->particles_set_interpolate(particles, p_enable);
}
bool GPUParticles2D::get_interpolate() const {