### 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 < action_sets.size(); i++) {
		if (action_sets[i]->action_set_name == p_action_set_name) {
			
			return nullptr;
		}
	}
	ActionSet *action_set = memnew(ActionSet);
	action_set->action_set_name = p_action_set_name;
	action_set->is_active = true;
	action_set->action_set_rid = openxr_api->action_set_create(p_action_set_name, p_localized_name, p_priority);
	action_sets.push_back(action_set);
	return action_set;
}
void OpenXRInterface::free_action_sets() {
	ERR_FAIL_NULL(openxr_api);
	for (int i = 0; i < action_sets.size(); i++) {
		ActionSet *action_set = action_sets[i];
		free_actions(action_set);
		openxr_api->action_set_free(action_set->action_set_rid);
		memfree(action_set);
	}
	action_sets.clear();
}
OpenXRInterface::Action *OpenXRInterface::create_action(ActionSet *p_action_set, const String &p_action_name, const String &p_localized_name, OpenXRAction::ActionType p_action_type, const Vector<Tracker *> p_trackers) {