### 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

-
virtual void _edit_set_rect(const Rect2 &p_rect) {}
	virtual Rect2 _edit_get_rect() const { return Rect2(0, 0, 0, 0); };
	virtual Size2 _edit_get_minimum_size() const { return Size2(-1, -1); }; 
	
	virtual bool _edit_use_pivot() const { return false; };
	virtual void _edit_set_pivot(const Point2 &p_pivot) {}
	virtual Point2 _edit_get_pivot() const { return Point2(); };
	virtual Transform2D _edit_get_transform() const;
#endif
	
	void set_visible(bool p_visible);
	bool is_visible() const;
	bool is_visible_in_tree() const;
	void show();
	void hide();
	void queue_redraw();
	void move_to_front();
	void set_clip_children_mode(ClipChildrenMode p_clip_mode);
	ClipChildrenMode get_clip_children_mode() const;
	virtual void set_light_mask(int p_light_mask);
	int get_light_mask() const;
	void set_modulate(const Color &p_modulate);
	Color get_modulate() const;
	void set_self_modulate(const Color &p_self_modulate);
	Color get_self_modulate() const;
	void set_visibility_layer(uint32_t p_visibility_layer);
	uint32_t get_visibility_layer() const;
	void set_visibility_layer_bit(uint32_t p_visibility_layer, bool p_enable);
	bool get_visibility_layer_bit(uint32_t p_visibility_layer) const;