### 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_COND_V(session == XR_NULL_HANDLE, false);
	Action *action = action_owner.get_or_null(p_action);
	ERR_FAIL_NULL_V(action, false);
	Tracker *tracker = tracker_owner.get_or_null(p_tracker);
	ERR_FAIL_NULL_V(tracker, false);
	if (!running) {
		return false;
	}
	ERR_FAIL_COND_V(action->action_type != XR_ACTION_TYPE_VIBRATION_OUTPUT, false);
	XrHapticActionInfo action_info = {
		XR_TYPE_HAPTIC_ACTION_INFO, 
		nullptr, 
		action->handle, 
		tracker->toplevel_path 
	};
	XrHapticVibration vibration = {
		XR_TYPE_HAPTIC_VIBRATION, 
		nullptr, 
		p_duration_ns, 
		p_frequency, 
		p_amplitude, 
	};
	XrResult result = xrApplyHapticFeedback(session, &action_info, (const XrHapticBaseHeader *)&vibration);
	if (XR_FAILED(result)) {
		print_line("OpenXR: failed to apply haptic feedback! [", get_error_string(result), "]");
		return false;
	}
	return true;
}
void OpenXRAPI::register_composition_layer_provider(OpenXRCompositionLayerProvider *provider) {