### 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.
if (!XR_UNQUALIFIED_SUCCESS(result)) {
		
		frame_state.shouldRender = false;
		if (XR_FAILED(result)) {
			
			print_line("OpenXR: failed to wait for swapchain image [", get_error_string(result), "]");
			return false;
		} else {
			
			p_swapchain.skip_acquire_swapchain = true;
			return false;
		}
	} else {
		p_swapchain.skip_acquire_swapchain = false;
	}
	return true;
}
bool OpenXRAPI::release_image(OpenXRSwapChainInfo &p_swapchain) {
	XrSwapchainImageReleaseInfo swapchain_image_release_info = {
		XR_TYPE_SWAPCHAIN_IMAGE_RELEASE_INFO, 
		nullptr 
	};
	XrResult result = xrReleaseSwapchainImage(p_swapchain.swapchain, &swapchain_image_release_info);
	if (XR_FAILED(result)) {
		print_line("OpenXR: failed to release swapchain image! [", get_error_string(result), "]");
		return false;
	}
	return true;
}
void OpenXRAPI::pre_render() {