### 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 (velocity_flags & XR_SPACE_VELOCITY_ANGULAR_VALID_BIT) {
					angular_velocity = hand_tracking_ext->get_hand_joint_angular_velocity(p_hand, XR_HAND_JOINT_PALM_EXT);
				}
				tracker->positional_tracker->set_pose("skeleton", transform, linear_velocity, angular_velocity, confidence);
			} else {
				tracker->positional_tracker->invalidate_pose("skeleton");
			}
		}
	}
}
void OpenXRInterface::process() {
	if (openxr_api) {
		
		if (openxr_api->process()) {
			Transform3D t;
			Vector3 linear_velocity;
			Vector3 angular_velocity;
			head_confidence = openxr_api->get_head_center(t, linear_velocity, angular_velocity);
			if (head_confidence != XRPose::XR_TRACKING_CONFIDENCE_NONE) {
				
				
				head_transform = t;
				head_linear_velocity = linear_velocity;
				head_angular_velocity = angular_velocity;
			}
		}
		
		Vector<RID> active_sets;
		for (int i = 0; i < action_sets.size(); i++) {
			if (action_sets[i]->is_active) {