### 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

-
Ref<World2D> get_world_2d() const;
	virtual void set_material(const Ref<Material> &p_material);
	Ref<Material> get_material() const;
	virtual void set_use_parent_material(bool p_use_parent_material);
	bool get_use_parent_material() const;
	Ref<InputEvent> make_input_local(const Ref<InputEvent> &p_event) const;
	Vector2 make_canvas_position_local(const Vector2 &screen_point) const;
	Vector2 get_global_mouse_position() const;
	Vector2 get_local_mouse_position() const;
	void set_notify_local_transform(bool p_enable);
	bool is_local_transform_notification_enabled() const;
	void set_notify_transform(bool p_enable);
	bool is_transform_notification_enabled() const;
	void force_update_transform();
	virtual void set_texture_filter(TextureFilter p_texture_filter);
	TextureFilter get_texture_filter() const;
	virtual void set_texture_repeat(TextureRepeat p_texture_repeat);
	TextureRepeat get_texture_repeat() const;
	TextureFilter get_texture_filter_in_tree();
	TextureRepeat get_texture_repeat_in_tree();
	
	virtual Rect2 get_anchorable_rect() const { return Rect2(0, 0, 0, 0); };
	int get_canvas_layer() const;
	CanvasItem();
	~CanvasItem();
};
VARIANT_ENUM_CAST(CanvasItem::TextureFilter)
VARIANT_ENUM_CAST(CanvasItem::TextureRepeat)
VARIANT_ENUM_CAST(CanvasItem::ClipChildrenMode)
class CanvasTexture : public Texture2D {