### 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
case CONVEX_POLYGON_SHAPE: {
		} break;
		case WORLD_BOUNDARY_SHAPE: {
			if (idx < 2) {
				Ref<WorldBoundaryShape2D> world_boundary = node->get_shape();
				if (idx == 0) {
					world_boundary->set_distance(p_point.length());
				} else {
					world_boundary->set_normal(p_point.normalized());
				}
			}
		} break;
		case SEPARATION_RAY_SHAPE: {
			Ref<SeparationRayShape2D> ray = node->get_shape();
			ray->set_length(Math::abs(p_point.y));
		} break;
		case RECTANGLE_SHAPE: {
			if (idx < 8) {
				Ref<RectangleShape2D> rect = node->get_shape();
				Vector2 size = (Point2)original;
				if (RECT_HANDLES[idx].x != 0) {
					size.x = p_point.x * RECT_HANDLES[idx].x * 2;
				}
				if (RECT_HANDLES[idx].y != 0) {
					size.y = p_point.y * RECT_HANDLES[idx].y * 2;
				}
				if (Input::get_singleton()->is_key_pressed(Key::ALT)) {
					rect->set_size(size.abs());
					node->set_global_position(original_transform.get_origin());
				} else {