### Godot version

Godot Engine v4.0.stable.official.92bee43ad

### System information

Windows 11, Vulkan API 1.3.237 - Forward+ - Using Vulkan Device #0: AMD - AMD Radeon RX 6800M

### Issue description

While messing with Editor Settings i noticed that changing `debugger/remote_scene_tree_refresh_interval` and `debugger/remote_inspect_refresh_interval` to 0 they became -0.
*(PropertyPath for Convenience)*
Located under the Network Dropdown

Upon hovering over the values both seem to be a type of float that only rounds for the TextBox and not the EditorHint.


Examples Below:
![image](https://user-images.githubusercontent.com/44848633/225107392-f4b7648e-a193-4ee2-ac29-53a37e9aff12.png)
![image](https://user-images.githubusercontent.com/44848633/225107515-ac8038c8-2dac-45f2-9e4e-72e15458c4e8.png)
![image](https://user-images.githubusercontent.com/44848633/225107553-441d9570-f872-4440-aceb-5558d164479f.png)
![image](https://user-images.githubusercontent.com/44848633/225107606-e2b889ff-b651-4388-9bc5-761cc2d0a7b2.png)



### Steps to reproduce

Open Editor Settings.
Navigate to Debugger.
Hover or change value.

### Minimal reproduction project

N/A
if (debugger == nullptr) {
					if (tabs->get_tab_count() <= 4) { 
						debugger = _add_debugger();
					} else {
						
						server->take_connection()->close();
						return; 
					}
				}
				EditorRunBar::get_singleton()->get_pause_button()->set_disabled(false);
				
				auto_switch_remote_scene_tree = (bool)EDITOR_GET("debugger/auto_switch_to_remote_scene_tree");
				if (auto_switch_remote_scene_tree) {
					SceneTreeDock::get_singleton()->show_remote_tree();
				}
				
				SceneTreeDock::get_singleton()->show_tab_buttons();
				debugger->set_editor_remote_tree(remote_scene_tree);
				debugger->start(server->take_connection());
				
				for (const KeyValue<Breakpoint, bool> &E : breakpoints) {
					const Breakpoint &bp = E.key;
					debugger->set_breakpoint(bp.source, bp.line, E.value);
				} 
				debugger->update_live_edit_root();
			}
		} break;
	}
}
void EditorDebuggerNode::_update_errors() {