### Godot version

4.0 rc 6

### System information

win 11

### Issue description

The suffix for target params is "m" which I think is meters, but that doesn't make any sense for 2D.

### Steps to reproduce

just make a skeletonmodification2dtwoboneik

### Minimal reproduction project

n/a
if (Engine::get_singleton()->is_editor_hint()) {
		bone_ik_color = EDITOR_GET("editors/2d/bone_ik_color");
	}
#endif 
	if (flip_bend_direction) {
		float angle = -(Math_PI * 0.5) + operation_bone_one->get_bone_angle();
		stack->skeleton->draw_line(Vector2(0, 0), Vector2(Math::cos(angle), sin(angle)) * (operation_bone_one->get_length() * 0.5), bone_ik_color, 2.0);
	} else {
		float angle = (Math_PI * 0.5) + operation_bone_one->get_bone_angle();
		stack->skeleton->draw_line(Vector2(0, 0), Vector2(Math::cos(angle), sin(angle)) * (operation_bone_one->get_length() * 0.5), bone_ik_color, 2.0);
	}
#ifdef TOOLS_ENABLED
	if (Engine::get_singleton()->is_editor_hint()) {
		if (editor_draw_min_max) {
			if (target_maximum_distance != 0.0 || target_minimum_distance != 0.0) {
				Vector2 target_direction = Vector2(0, 1);
				if (target_node_cache.is_valid()) {
					stack->skeleton->draw_set_transform(Vector2(0, 0), 0.0);
					Node2D *target = Object::cast_to<Node2D>(ObjectDB::get_instance(target_node_cache));
					target_direction = operation_bone_one->get_global_position().direction_to(target->get_global_position());
				}
				stack->skeleton->draw_circle(target_direction * target_minimum_distance, 8, bone_ik_color);
				stack->skeleton->draw_circle(target_direction * target_maximum_distance, 8, bone_ik_color);
				stack->skeleton->draw_line(target_direction * target_minimum_distance, target_direction * target_maximum_distance, bone_ik_color, 2.0);
			}
		}
	}
#endif 
}
void SkeletonModification2DTwoBoneIK::update_target_cache() {