### 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.
active_sets.push_back(action_sets[i]->action_set_rid);
			}
		}
		if (openxr_api->sync_action_sets(active_sets)) {
			for (int i = 0; i < trackers.size(); i++) {
				handle_tracker(trackers[i]);
			}
		}
		
		handle_hand_tracking("/user/hand/left", OpenXRHandTrackingExtension::OPENXR_TRACKED_LEFT_HAND);
		handle_hand_tracking("/user/hand/right", OpenXRHandTrackingExtension::OPENXR_TRACKED_RIGHT_HAND);
	}
	if (head.is_valid()) {
		head->set_pose("default", head_transform, head_linear_velocity, head_angular_velocity, head_confidence);
	}
}
void OpenXRInterface::pre_render() {
	if (openxr_api) {
		openxr_api->pre_render();
	}
}
bool OpenXRInterface::pre_draw_viewport(RID p_render_target) {
	if (openxr_api) {
		return openxr_api->pre_draw_viewport(p_render_target);
	} else {
		
		return false;
	}
}
Vector<BlitToScreen> OpenXRInterface::post_draw_viewport(RID p_render_target, const Rect2 &p_screen_rect) {