### Godot version

v4.0.beta13.mono.official [caacade56]

### System information

Ubuntu 22.10

### Issue description

Small issue, but according to the documentation you can set the `dof_blur_near_transition` and `dof_blur_far_transition` practical camera attributes to [negative values](https://docs.godotengine.org/en/latest/classes/class_cameraattributespractical.html#class-cameraattributespractical-property-dof-blur-far-distance), but the editor / property hints only lets you set it to 0.01 and no lower, so you have to set the value in code.

![image](https://user-images.githubusercontent.com/1330485/213751772-e423ca8a-ad24-4c4a-9ac9-fb386e10de5a.png)


### Steps to reproduce

1. Add a camera
2. Add practical camera attributes
3. Enable Near or Far DOF
4. Try to set the Transition to a negative value

### Minimal reproduction project

N/A
auto_exposure_min = p_min;
	_update_auto_exposure();
}
float CameraAttributesPhysical::get_auto_exposure_min_exposure_value() const {
	return auto_exposure_min;
}
void CameraAttributesPhysical::set_auto_exposure_max_exposure_value(float p_max) {
	auto_exposure_max = p_max;
	_update_auto_exposure();
}
float CameraAttributesPhysical::get_auto_exposure_max_exposure_value() const {
	return auto_exposure_max;
}
void CameraAttributesPhysical::_update_auto_exposure() {
	RS::get_singleton()->camera_attributes_set_auto_exposure(
			get_rid(),
			auto_exposure_enabled,
			pow(2.0, auto_exposure_min) * (12.5 / exposure_sensitivity), 
			pow(2.0, auto_exposure_max) * (12.5 / exposure_sensitivity), 
			auto_exposure_speed,
			auto_exposure_scale);
	emit_changed();
}
void CameraAttributesPhysical::_validate_property(PropertyInfo &property) const {
	if (!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units") && (property.name == "exposure_aperture" || property.name == "exposure_shutter_speed")) {
		property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL;
		return;
	}
}
void CameraAttributesPhysical::_bind_methods() {