Welcome to the forums @cha5m!
I'm not sure if there is a way to alter the attenuation, and I have no experience writing custom light shaders in Godot myself, but based on this Godot QA answer, you may be able to remove it by writing a custom light function and either ignoring the built-in ATTENUATION
variable or by inputting your own variable instead.
Edit: Also, in Godot 4.0 attenuation is changing a bit so its more physically correct, which may also be expose more options for more control:
https://twitter.com/reduzio/status/1346475548218781699