### 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 (joint_one_to_target < target_minimum_distance) {
		joint_one_to_target = target_minimum_distance;
	}
	if (joint_one_to_target > target_maximum_distance && target_maximum_distance > 0.0) {
		joint_one_to_target = target_maximum_distance;
	}
	if (bone_one_length + bone_two_length < joint_one_to_target) {
		override_angles_due_to_out_of_range = true;
	}
	if (!override_angles_due_to_out_of_range) {
		float angle_0 = Math::acos(((joint_one_to_target * joint_one_to_target) + (bone_one_length * bone_one_length) - (bone_two_length * bone_two_length)) / (2.0 * joint_one_to_target * bone_one_length));
		float angle_1 = Math::acos(((bone_two_length * bone_two_length) + (bone_one_length * bone_one_length) - (joint_one_to_target * joint_one_to_target)) / (2.0 * bone_two_length * bone_one_length));
		if (flip_bend_direction) {
			angle_0 = -angle_0;
			angle_1 = -angle_1;
		}
		if (isnan(angle_0) || isnan(angle_1)) {
			
		} else {
			joint_one_bone->set_global_rotation(angle_atan - angle_0 - joint_one_bone->get_bone_angle());
			joint_two_bone->set_rotation(-Math_PI - angle_1 - joint_two_bone->get_bone_angle() + joint_one_bone->get_bone_angle());
		}
	} else {
		joint_one_bone->set_global_rotation(angle_atan - joint_one_bone->get_bone_angle());
		joint_two_bone->set_global_rotation(angle_atan - joint_two_bone->get_bone_angle());
	}
	stack->skeleton->set_bone_local_pose_override(joint_one_bone_idx, joint_one_bone->get_transform(), stack->strength, true);
	stack->skeleton->set_bone_local_pose_override(joint_two_bone_idx, joint_two_bone->get_transform(), stack->strength, true);
}
void SkeletonModification2DTwoBoneIK::_setup_modification(SkeletonModificationStack2D *p_stack) {