This is a valid question (and your prior posts too), but I'm referering to the most "reported" problem and mostly how "something" is handled in the game itself.
VAMStory was "in between" of the render spectrum, ie : world but not really, behind some stuffs but not really, in front of others stuffs but not really.
VAMStory is a "world UI" and should be influenced by the final frame post processing as it lives inside of that spectrum. If you post process a blur out/fade out on the frame, the UI should be treated as a world object. It's not that the prior way was good, it's the prior way that was wrong and (some) people used that as an advantage... when in truth a LOT of silent people (for you) were complaining through Discord or PM that it was annoying.
Technically, world UI should be treated differently from "menu" UI. Just like in a normal game. But the way VAM works makes this complicated or requires tricks to behave differently. I have no idea at the moment to make this work and the fact that pretty much no one complained and others are happy with the change, it's hard for me to dedicate time to this... at least, for now.
Also, DOF in VR = me cringing
But, joke aside, to answer what your problem is: this is a photography problem. You use aperture settings that makes the focus point ultra narrow (less than a centimeter). This is something you will never see in real life besides with Macro lenses for either macro photography OR really stylized standard shots with macro lenses. You cannot fix that unless you change your aperture, this is normal and intended when you are in the realm of lens/focus simulation.