### Godot version

v4.0.beta10.official [d0398f62f]

### System information

linux mint Vulkan API 1.3.194 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1660 Ti, Vulkan API 1.3.194 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1660 Ti

### Issue description

draw_dashed line fills the ending up instead leaving unpainted, maybe intended to draw more closed dashed rectangles, but i would call this a bug. If its intended the docs should mention this and i would like to see an option to turn this behavior off.
For example to use this for drawing multicolored dashed lines it would be a unwanted.

big dashed line length 119
![grafik](https://user-images.githubusercontent.com/8441455/211654997-0bd59f52-1429-431d-aa44-a3067e87124f.png)

big dashed line length 120
![grafik](https://user-images.githubusercontent.com/8441455/211655381-a279d25e-40eb-4f31-b613-fe141f72416f.png)

Below is shown lengths from 1 to 200

### Steps to reproduce

Run this lines to draw dashed lines:

```
	for i in range(0,200,2):
		self.draw_dashed_line(topleft + Vector2(0, i),
		topleft + Vector2(i, i),
		Color(1,1,1,1), 1, 10)
```

### Minimal reproduction project

-
return clip_children_mode;
}
CanvasItem::TextureRepeat CanvasItem::get_texture_repeat() const {
	return texture_repeat;
}
CanvasItem::TextureFilter CanvasItem::get_texture_filter_in_tree() {
	_refresh_texture_filter_cache();
	return (TextureFilter)texture_filter_cache;
}
CanvasItem::TextureRepeat CanvasItem::get_texture_repeat_in_tree() {
	_refresh_texture_repeat_cache();
	return (TextureRepeat)texture_repeat_cache;
}
CanvasItem::CanvasItem() :
		xform_change(this) {
	canvas_item = RenderingServer::get_singleton()->canvas_item_create();
}
CanvasItem::~CanvasItem() {
	ERR_FAIL_NULL(RenderingServer::get_singleton());
	RenderingServer::get_singleton()->free(canvas_item);
}
void CanvasTexture::set_diffuse_texture(const Ref<Texture2D> &p_diffuse) {
	ERR_FAIL_COND_MSG(Object::cast_to<CanvasTexture>(p_diffuse.ptr()) != nullptr, "Can't self-assign a CanvasTexture");
	diffuse_texture = p_diffuse;
	RID tex_rid = diffuse_texture.is_valid() ? diffuse_texture->get_rid() : RID();
	RS::get_singleton()->canvas_texture_set_channel(canvas_texture, RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE, tex_rid);
	emit_changed();
}
Ref<Texture2D> CanvasTexture::get_diffuse_texture() const {