### 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
Vector3 inters;
	if (intersects_ray(p_from, p_dir, &inters)) {
		return inters;
	} else {
		return Variant();
	}
}
Variant Plane::intersects_segment_bind(const Vector3 &p_begin, const Vector3 &p_end) const {
	Vector3 inters;
	if (intersects_segment(p_begin, p_end, &inters)) {
		return inters;
	} else {
		return Variant();
	}
}
bool Plane::is_equal_approx_any_side(const Plane &p_plane) const {
	return (normal.is_equal_approx(p_plane.normal) && Math::is_equal_approx(d, p_plane.d)) || (normal.is_equal_approx(-p_plane.normal) && Math::is_equal_approx(d, -p_plane.d));
}
bool Plane::is_equal_approx(const Plane &p_plane) const {
	return normal.is_equal_approx(p_plane.normal) && Math::is_equal_approx(d, p_plane.d);
}
bool Plane::is_finite() const {
	return normal.is_finite() && Math::is_finite(d);
}
Plane::operator String() const {
	return "[N: " + normal.operator String() + ", D: " + String::num_real(d, false) + "]";
}