Certainly. You can also call the camera's set_far()/set_near() methods from elsewhere. Just remember to stay in a range of around 7 digits of precision, that is assuming the depth buffer is a 32 bit float, which I don't know !
7 digits would mean 1 to 1000000, or 0.1 to 100000, or 0.01 to 10000. You'll see if you're out of bounds when things show up that shouldn't, because they are behind others, or when they start flickering in and out when very close or very far. Then push the near plane out a bit if you need the far sight.
This document says the depth buffer on the PC is 24 bit , probably unsigned integer then I guess (because of available Vulkan depth buffer formats), but that's a Godot limitation, not a technical, and the document may not be up to date. And I don't yet know enough about the engine to tell if and how this can be configured.