### 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

-
bool drawing = false;
	bool block_transform_notify = false;
	bool behind = false;
	bool use_parent_material = false;
	bool notify_local_transform = false;
	bool notify_transform = false;
	ClipChildrenMode clip_children_mode = CLIP_CHILDREN_DISABLED;
	RS::CanvasItemTextureFilter texture_filter_cache = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
	RS::CanvasItemTextureRepeat texture_repeat_cache = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
	TextureFilter texture_filter = TEXTURE_FILTER_PARENT_NODE;
	TextureRepeat texture_repeat = TEXTURE_REPEAT_PARENT_NODE;
	Ref<Material> material;
	mutable Transform2D global_transform;
	mutable bool global_invalid = true;
	void _top_level_raise_self();
	void _propagate_visibility_changed(bool p_parent_visible_in_tree);
	void _handle_visibility_change(bool p_visible);
	void _redraw_callback();
	void _enter_canvas();
	void _exit_canvas();
	void _window_visibility_changed();
	void _notify_transform(CanvasItem *p_node);
	static CanvasItem *current_item_drawn;
	friend class Viewport;
	void _refresh_texture_repeat_cache();
	void _update_texture_repeat_changed(bool p_propagate);
	void _refresh_texture_filter_cache();
	void _update_texture_filter_changed(bool p_propagate);
protected:
	_FORCE_INLINE_ void _notify_transform() {