### 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
return frustum_fov;
}
void CameraAttributesPhysical::_update_frustum() {
	
	Vector2i sensor_size = Vector2i(36, 24); 
	float CoC = sensor_size.length() / 1500.0;
	frustum_fov = Math::rad_to_deg(2 * atan(sensor_size.height / (2 * frustum_focal_length)));
	
	float u = MAX(frustum_focus_distance * 1000.0, frustum_focal_length + 1.0); 
	float hyperfocal_length = frustum_focal_length + ((frustum_focal_length * frustum_focal_length) / (exposure_aperture * CoC));
	
	
	
	
	float near = ((hyperfocal_length * u) / (hyperfocal_length + (u - frustum_focal_length))) / 1000.0; 
	float far = ((hyperfocal_length * u) / (hyperfocal_length - (u - frustum_focal_length))) / 1000.0; 
	float scale = (frustum_focal_length / (u - frustum_focal_length)) * (frustum_focal_length / exposure_aperture);
	bool use_far = (far < frustum_far) && (far > 0.0);
	bool use_near = near > frustum_near;
	RS::get_singleton()->camera_attributes_set_dof_blur(
			get_rid(),
			use_far,
			u / 1000.0, 
			-1.0, 
			use_near,
			u / 1000.0,
			-1.0,
			scale / 5.0); 
}
float CameraAttributesPhysical::calculate_exposure_normalization() const {