### 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
#include "camera_attributes.h"
#include "core/config/project_settings.h"
#include "servers/rendering_server.h"
void CameraAttributes::set_exposure_multiplier(float p_multiplier) {
	exposure_multiplier = p_multiplier;
	_update_exposure();
	emit_changed();
}
float CameraAttributes::get_exposure_multiplier() const {
	return exposure_multiplier;
}
void CameraAttributes::set_exposure_sensitivity(float p_sensitivity) {
	exposure_sensitivity = p_sensitivity;
	_update_exposure();
	emit_changed();
}
float CameraAttributes::get_exposure_sensitivity() const {
	return exposure_sensitivity;
}
void CameraAttributes::_update_exposure() {
	float exposure_normalization = 1.0;
	
	if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
		exposure_normalization = calculate_exposure_normalization();
	}
	RS::get_singleton()->camera_attributes_set_exposure(camera_attributes, exposure_multiplier, exposure_normalization);
}
void CameraAttributes::set_auto_exposure_enabled(bool p_enabled) {