### 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

-
CanvasItem::TextureFilter texture_filter = CanvasItem::TEXTURE_FILTER_PARENT_NODE;
	CanvasItem::TextureRepeat texture_repeat = CanvasItem::TEXTURE_REPEAT_PARENT_NODE;
protected:
	static void _bind_methods();
public:
	void set_diffuse_texture(const Ref<Texture2D> &p_diffuse);
	Ref<Texture2D> get_diffuse_texture() const;
	void set_normal_texture(const Ref<Texture2D> &p_normal);
	Ref<Texture2D> get_normal_texture() const;
	void set_specular_texture(const Ref<Texture2D> &p_specular);
	Ref<Texture2D> get_specular_texture() const;
	void set_specular_color(const Color &p_color);
	Color get_specular_color() const;
	void set_specular_shininess(real_t p_shininess);
	real_t get_specular_shininess() const;
	void set_texture_filter(CanvasItem::TextureFilter p_filter);
	CanvasItem::TextureFilter get_texture_filter() const;
	void set_texture_repeat(CanvasItem::TextureRepeat p_repeat);
	CanvasItem::TextureRepeat get_texture_repeat() const;
	virtual int get_width() const override;
	virtual int get_height() const override;
	virtual bool is_pixel_opaque(int p_x, int p_y) const override;
	virtual bool has_alpha() const override;
	virtual Ref<Image> get_image() const override;
	virtual RID get_rid() const override;
	CanvasTexture();
	~CanvasTexture();
};
#endif