In 3D, we tend to define the angle between two planes as the minimum angle of rotation required to turn one plane into the other. Rarely does this make sense in 4D. Let's see why.
In 4D we must get more specific about what a rotation is. In 3D, there is no distinction between a planar rotation, that is, a rotation which represents a spin in a plane by some angle, and a general rotation, henceforth referred to as "rotation", which preserves the magnitudes and relative angles of vectors.
In 4D, in general, rotations are decomposable into two planar rotations. They do not have a concept of an angular distance from identity. This also means that in 4D, in general, it requires two planar rotations by some angles to turn one plane into another (unless they already intersect along an axis).
If you choose two vectors, $a_1$ and $a_2$, who are unit and orthogonal, who span the plane, $A$, and two more unit orthogonal vectors $b_1$ and $b_2$, who span the plane, $B$, you can throw these into a matrix, and take the determinant to get the hypervolume of the hyperparallelepiped spanned by these vectors. That hypervolume is equivalent to the product of the sines of the two planar rotations which will rotate $A$ into $B$.
$$\sin(\theta_1)\sin(\theta_2)=\begin{vmatrix}
a_{1_w} & a_{2_w} & b_{1_w} & b_{2_w} \\
a_{1_x} & a_{2_x} & b_{1_x} & b_{2_x} \\
a_{1_y} & a_{2_y} & b_{1_y} & b_{2_y} \\
a_{1_z} & a_{2_z} & b_{1_z} & b_{2_z} \\
\end{vmatrix}$$
There is an additional formula to get the cosine product. First we must extend the cross product to 2 vectors in 4D, using the wedge product.
$$
\begin{pmatrix}
a_w\\
a_x\\
a_y\\
a_z
\end{pmatrix} \wedge \begin{pmatrix}
b_w\\
b_x\\
b_y\\
b_z
\end{pmatrix} = \begin{pmatrix}
C_{wx}\\
C_{wy}\\
C_{wz}\\
C_{xy}\\
C_{xz}\\
C_{yz}
\end{pmatrix}_2 = \begin{pmatrix}
a_w b_x - a_x b_w\\
a_w b_y - a_y b_w\\
a_w b_z - a_z b_w\\
a_x b_y - a_y b_x\\
a_x b_z - a_z b_x\\
a_y b_z - a_z b_y
\end{pmatrix}_2
$$
Just as a vector represents a line as multiples of the basis vectors, this new bivector represents a plane as multiples of the basis planes, in the order, $wx, wy, wz, xy, xz, yz$.
$$A=a_1 \wedge a_2$$
$$B=b_1 \wedge b_2$$
We can take the dot product, or inner product, of plane $A$ with plane $B$ to get the product of the cosines of the two planar rotations which turn $A$ into $B$, and we can rewrite the determinant in terms of a wedge product
$$\cos(\theta_1)\cos(\theta_2) = A \cdot B$$
$$\sin(\theta_1)\sin(\theta_2) = A \wedge B$$
If planes $A$ and $B$ intersect, then the rotation which turns $A$ into $B$ will already be a planar rotation, and one of the $\theta$'s will be $0$. The hypervolume will be $0$, as one of the $\sin$'s will be $0$. The dot product of the wedge products will become $\cos(\theta)$, as one of the $\cos$'s will be $1$.
Can we get a single angle?
In general, two planes, $A$ and $B$, in 4D will not intersect along an axis. This means that, in general, it is possible to find two directions, $a$ and $b$, the first who lives on the plane $A$, and the second who lives on plane $B$, who are perpendicular to each other. This means that, unlike in 3D, where colloquially the "maximum angle" between two planes is almost always $<90^{\circ}$, in 4D, the "maximum angle" between two planes is almost always $90^{\circ}$. So this measure is not useful.
It is also possible to find two directions, $a$ and $b$, on planes $A$ and $B$ respectively, who are closest to each other. In 3D, two planes always intersect, and so colloquially the "minimum angle" between two planes in 3D will always be 0. But in 4D, this is not so. Computing this angle is somewhat involved, however.
Because the first planar rotation must get plane $A$ to intersect with plane $B$, we can take the smallest $\theta$ to be the minimum angle between $A$ and $B$. By using the two formulae above, where $c = \cos(\theta_1) \cos(\theta_2)$ and $s = \sin(\theta_1) \sin(\theta_2)$, one can solve for $\theta_1$ and $\theta_2$.
$$\cos(\theta_1)=\frac{\sqrt{\sqrt{\left(-c^2+s^2+1\right)^2-4 s^2}+c^2-s^2+1}}{\sqrt{2}}$$
$$\sin(\theta_1)=\frac{\sqrt{-\sqrt{\left(-c^2+s^2+1\right)^2-4 s^2}-c^2+s^2+1}}{\sqrt{2}}$$
$$\cos(\theta_2)=\frac{c}{\cos(\theta_1)}$$
$$\sin(\theta_2)=\frac{s}{\sin(\theta_1)}$$
$\theta_1$ should always be the smaller angle.