### 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.
action_map->create_editor_action_sets();
#endif
	} else {
		String default_tres_name = openxr_api->get_default_action_map_resource_name();
		
		if (ResourceLoader::exists(default_tres_name)) {
			action_map = ResourceLoader::load(default_tres_name);
		}
		
		if (action_map.is_null()) {
			action_map.instantiate();
			action_map->create_default_action_sets();
#ifdef TOOLS_ENABLED
			
			action_map->set_path(default_tres_name, true);
			ResourceSaver::save(action_map, default_tres_name);
#endif
		}
	}
	
	if (action_map.is_valid()) {
		HashMap<Ref<OpenXRAction>, Action *> xr_actions;
		Array action_set_array = action_map->get_action_sets();
		for (int i = 0; i < action_set_array.size(); i++) {
			
			Ref<OpenXRActionSet> xr_action_set = action_set_array[i];
			ActionSet *action_set = create_action_set(xr_action_set->get_name(), xr_action_set->get_localized_name(), xr_action_set->get_priority());
			if (!action_set) {
				continue;
			}