### 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.
Array actions = xr_action_set->get_actions();
			for (int j = 0; j < actions.size(); j++) {
				Ref<OpenXRAction> xr_action = actions[j];
				PackedStringArray toplevel_paths = xr_action->get_toplevel_paths();
				Vector<Tracker *> trackers_for_action;
				for (int k = 0; k < toplevel_paths.size(); k++) {
					
					if (openxr_api->is_top_level_path_supported(toplevel_paths[k])) {
						Tracker *tracker = find_tracker(toplevel_paths[k], true);
						if (tracker) {
							trackers_for_action.push_back(tracker);
						}
					}
				}
				
				if (trackers_for_action.size() > 0) {
					Action *action = create_action(action_set, xr_action->get_name(), xr_action->get_localized_name(), xr_action->get_action_type(), trackers_for_action);
					if (action) {
						
						xr_actions[xr_action] = action;
					}
				}
			}
		}
		
		Array interaction_profile_array = action_map->get_interaction_profiles();
		for (int i = 0; i < interaction_profile_array.size(); i++) {
			Ref<OpenXRInteractionProfile> xr_interaction_profile = interaction_profile_array[i];