### Godot version

4.0.2

### System information

Ubuntu 22.04.1 LTS

### Issue description

WorldBoundary2D tries to imitate a line in hessian normal form, since unlike the Plane variant, Godot doesn't have a Line variant. But the distance in the property spinbox is forced above 0.01px for no reason, as negative values work just fine and make sense in the context.

### Steps to reproduce

Create a WorldBoundary2D, see the distance property's input field.

### Minimal reproduction project

N/A
static const Vector3 p1 = Vector3(1, 0, 0);
	static const Vector3 p2 = Vector3(0, 1, 0);
	Vector3 p;
	if (ABS(normal.dot(p1)) > 0.99f) { 
		p = p2; 
	} else {
		p = p1; 
	}
	p -= normal * normal.dot(p);
	p.normalize();
	return p;
}
bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result) const {
	const Plane &p_plane0 = *this;
	Vector3 normal0 = p_plane0.normal;
	Vector3 normal1 = p_plane1.normal;
	Vector3 normal2 = p_plane2.normal;
	real_t denom = vec3_cross(normal0, normal1).dot(normal2);
	if (Math::is_zero_approx(denom)) {
		return false;
	}
	if (r_result) {
		*r_result = ((vec3_cross(normal1, normal2) * p_plane0.d) +
							(vec3_cross(normal2, normal0) * p_plane1.d) +
							(vec3_cross(normal0, normal1) * p_plane2.d)) /
				denom;
	}
	return true;
}
bool Plane::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const {