### 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 segment = p_begin - p_end;
	real_t den = normal.dot(segment);
	
	if (Math::is_zero_approx(den)) {
		return false;
	}
	real_t dist = (normal.dot(p_begin) - d) / den;
	
	if (dist < (real_t)-CMP_EPSILON || dist > (1.0f + (real_t)CMP_EPSILON)) {
		return false;
	}
	dist = -dist;
	*p_intersection = p_begin + segment * dist;
	return true;
}
Variant Plane::intersect_3_bind(const Plane &p_plane1, const Plane &p_plane2) const {
	Vector3 inters;
	if (intersect_3(p_plane1, p_plane2, &inters)) {
		return inters;
	} else {
		return Variant();
	}
}
Variant Plane::intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const {