### 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.
ERR_FAIL_NULL_V(openxr_api, nullptr);
	for (int i = 0; i < p_action_set->actions.size(); i++) {
		if (p_action_set->actions[i]->action_name == p_action_name) {
			
			return nullptr;
		}
	}
	Vector<RID> tracker_rids;
	for (int i = 0; i < p_trackers.size(); i++) {
		tracker_rids.push_back(p_trackers[i]->tracker_rid);
	}
	Action *action = memnew(Action);
	if (p_action_type == OpenXRAction::OPENXR_ACTION_POSE) {
		
		
		
		if (p_action_name == "default_pose") {
			action->action_name = "default";
		} else if (p_action_name == "aim_pose") {
			action->action_name = "aim";
		} else if (p_action_name == "grip_pose") {
			action->action_name = "grip";