### 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

-
return visibility_layer;
}
void CanvasItem::set_visibility_layer_bit(uint32_t p_visibility_layer, bool p_enable) {
	ERR_FAIL_UNSIGNED_INDEX(p_visibility_layer, 32);
	if (p_enable) {
		set_visibility_layer(visibility_layer | (1 << p_visibility_layer));
	} else {
		set_visibility_layer(visibility_layer & (~(1 << p_visibility_layer)));
	}
}
bool CanvasItem::get_visibility_layer_bit(uint32_t p_visibility_layer) const {
	ERR_FAIL_UNSIGNED_INDEX_V(p_visibility_layer, 32, false);
	return (visibility_layer & (1 << p_visibility_layer));
}
void CanvasItem::_refresh_texture_filter_cache() {
	if (!is_inside_tree()) {
		return;
	}
	if (texture_filter == TEXTURE_FILTER_PARENT_NODE) {
		CanvasItem *parent_item = get_parent_item();
		if (parent_item) {
			texture_filter_cache = parent_item->texture_filter_cache;
		} else {
			texture_filter_cache = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
		}
	} else {
		texture_filter_cache = RS::CanvasItemTextureFilter(texture_filter);
	}
}
void CanvasItem::_update_texture_filter_changed(bool p_propagate) {