### 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

-
shininess = p_shininess;
	RS::get_singleton()->canvas_texture_set_shading_parameters(canvas_texture, specular, shininess);
}
real_t CanvasTexture::get_specular_shininess() const {
	return shininess;
}
void CanvasTexture::set_texture_filter(CanvasItem::TextureFilter p_filter) {
	texture_filter = p_filter;
	RS::get_singleton()->canvas_texture_set_texture_filter(canvas_texture, RS::CanvasItemTextureFilter(p_filter));
}
CanvasItem::TextureFilter CanvasTexture::get_texture_filter() const {
	return texture_filter;
}
void CanvasTexture::set_texture_repeat(CanvasItem::TextureRepeat p_repeat) {
	texture_repeat = p_repeat;
	RS::get_singleton()->canvas_texture_set_texture_repeat(canvas_texture, RS::CanvasItemTextureRepeat(p_repeat));
}
CanvasItem::TextureRepeat CanvasTexture::get_texture_repeat() const {
	return texture_repeat;
}
int CanvasTexture::get_width() const {
	if (diffuse_texture.is_valid()) {
		return diffuse_texture->get_width();
	} else {
		return 1;
	}
}
int CanvasTexture::get_height() const {