### 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

-
}
			if (canvas_group != StringName()) {
				get_tree()->call_group_flags(SceneTree::GROUP_CALL_UNIQUE | SceneTree::GROUP_CALL_DEFERRED, canvas_group, "_top_level_raise_self");
			} else {
				ERR_FAIL_COND_MSG(!get_parent_item(), "Moved child is in incorrect state (no canvas group, no canvas item parent).");
				RenderingServer::get_singleton()->canvas_item_set_draw_index(canvas_item, get_index());
			}
		} break;
		case NOTIFICATION_EXIT_TREE: {
			if (xform_change.in_list()) {
				get_tree()->xform_change_list.remove(&xform_change);
			}
			_exit_canvas();
			if (C) {
				Object::cast_to<CanvasItem>(get_parent())->children_items.erase(C);
				C = nullptr;
			}
			if (window) {
				window->disconnect(SceneStringNames::get_singleton()->visibility_changed, callable_mp(this, &CanvasItem::_window_visibility_changed));
				window = nullptr;
			}
			global_invalid = true;
			parent_visible_in_tree = false;
		} break;
		case NOTIFICATION_VISIBILITY_CHANGED: {
			emit_signal(SceneStringNames::get_singleton()->visibility_changed);
		} break;
	}
}
void CanvasItem::_window_visibility_changed() {