### 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
ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &GPUParticles2D::set_emitting);
	ClassDB::bind_method(D_METHOD("set_amount", "amount"), &GPUParticles2D::set_amount);
	ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &GPUParticles2D::set_lifetime);
	ClassDB::bind_method(D_METHOD("set_one_shot", "secs"), &GPUParticles2D::set_one_shot);
	ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &GPUParticles2D::set_pre_process_time);
	ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &GPUParticles2D::set_explosiveness_ratio);
	ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &GPUParticles2D::set_randomness_ratio);
	ClassDB::bind_method(D_METHOD("set_visibility_rect", "visibility_rect"), &GPUParticles2D::set_visibility_rect);
	ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &GPUParticles2D::set_use_local_coordinates);
	ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &GPUParticles2D::set_fixed_fps);
	ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &GPUParticles2D::set_fractional_delta);
	ClassDB::bind_method(D_METHOD("set_interpolate", "enable"), &GPUParticles2D::set_interpolate);
	ClassDB::bind_method(D_METHOD("set_process_material", "material"), &GPUParticles2D::set_process_material);
	ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &GPUParticles2D::set_speed_scale);
	ClassDB::bind_method(D_METHOD("set_collision_base_size", "size"), &GPUParticles2D::set_collision_base_size);
	ClassDB::bind_method(D_METHOD("is_emitting"), &GPUParticles2D::is_emitting);
	ClassDB::bind_method(D_METHOD("get_amount"), &GPUParticles2D::get_amount);
	ClassDB::bind_method(D_METHOD("get_lifetime"), &GPUParticles2D::get_lifetime);
	ClassDB::bind_method(D_METHOD("get_one_shot"), &GPUParticles2D::get_one_shot);
	ClassDB::bind_method(D_METHOD("get_pre_process_time"), &GPUParticles2D::get_pre_process_time);
	ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &GPUParticles2D::get_explosiveness_ratio);
	ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &GPUParticles2D::get_randomness_ratio);
	ClassDB::bind_method(D_METHOD("get_visibility_rect"), &GPUParticles2D::get_visibility_rect);
	ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &GPUParticles2D::get_use_local_coordinates);