### Godot version

4.2.dev 80de898d721f952dac0b102d48bb73d6b02ee1e8

### System information

OpenXR

### Issue description

The Godot 3 OpenXR plugin supported obtaining boundary/guardian information in order to obtain play space logic. While we do have a function in the `XRInterface` in Godot 4 that is supposed to retrieve this information (`get_play_area`) it is not implemented on the Godot 4 `OpenXRInterface`.

This logic needs to be ported.

### Steps to reproduce

Call `get_play_area`, be amazed by it not returning data :P

### Minimal reproduction project

Any XR project.
return XRPose::XR_TRACKING_CONFIDENCE_NONE;
		}
		action->trackers.ptrw()[index].space = space;
	}
	XrSpaceVelocity velocity = {
		XR_TYPE_SPACE_VELOCITY, 
		nullptr, 
		0, 
		{ 0.0, 0.0, 0.0 }, 
		{ 0.0, 0.0, 0.0 } 
	};
	XrSpaceLocation location = {
		XR_TYPE_SPACE_LOCATION, 
		&velocity, 
		0, 
		{
				{ 0.0, 0.0, 0.0, 0.0 }, 
				{ 0.0, 0.0, 0.0 } 
		} 
	};
	XrResult result = xrLocateSpace(action->trackers[index].space, play_space, display_time, &location);
	if (XR_FAILED(result)) {
		print_line("OpenXR: failed to locate space! [", get_error_string(result), "]");
		return XRPose::XR_TRACKING_CONFIDENCE_NONE;
	}
	XRPose::TrackingConfidence confidence = transform_from_location(location, r_transform);
	parse_velocities(velocity, r_linear_velocity, r_angular_velocity);
	return confidence;
}
bool OpenXRAPI::trigger_haptic_pulse(RID p_action, RID p_tracker, float p_frequency, float p_amplitude, XrDuration p_duration_ns) {