### 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.
for (uint32_t i = 0; i < view_count; i++) {
		views[i].type = XR_TYPE_VIEW;
		views[i].next = nullptr;
		projection_views[i].type = XR_TYPE_COMPOSITION_LAYER_PROJECTION_VIEW;
		projection_views[i].next = nullptr;
		projection_views[i].subImage.swapchain = swapchains[OPENXR_SWAPCHAIN_COLOR].swapchain;
		projection_views[i].subImage.imageArrayIndex = i;
		projection_views[i].subImage.imageRect.offset.x = 0;
		projection_views[i].subImage.imageRect.offset.y = 0;
		projection_views[i].subImage.imageRect.extent.width = recommended_size.width;
		projection_views[i].subImage.imageRect.extent.height = recommended_size.height;
		if (submit_depth_buffer && OpenXRCompositionLayerDepthExtension::get_singleton()->is_available() && depth_views) {
			projection_views[i].next = &depth_views[i];
			depth_views[i].type = XR_TYPE_COMPOSITION_LAYER_DEPTH_INFO_KHR;
			depth_views[i].next = nullptr;
			depth_views[i].subImage.swapchain = swapchains[OPENXR_SWAPCHAIN_DEPTH].swapchain;
			depth_views[i].subImage.imageArrayIndex = i;
			depth_views[i].subImage.imageRect.offset.x = 0;
			depth_views[i].subImage.imageRect.offset.y = 0;
			depth_views[i].subImage.imageRect.extent.width = recommended_size.width;
			depth_views[i].subImage.imageRect.extent.height = recommended_size.height;
			depth_views[i].minDepth = 0.0;
			depth_views[i].maxDepth = 1.0;
			depth_views[i].nearZ = 0.01; 
			depth_views[i].farZ = 100.0;
		}
	};
	return true;
};
void OpenXRAPI::destroy_session() {