### 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

-
} else {
			offset = 0.0;
		}
		RenderingServer::get_singleton()->canvas_item_add_line(
				canvas_item,
				p_rect.position + Size2(-offset, 0),
				p_rect.position + Size2(p_rect.size.width + offset, 0),
				p_color,
				p_width);
		RenderingServer::get_singleton()->canvas_item_add_line(
				canvas_item,
				p_rect.position + Size2(p_rect.size.width, offset),
				p_rect.position + Size2(p_rect.size.width, p_rect.size.height - offset),
				p_color,
				p_width);
		RenderingServer::get_singleton()->canvas_item_add_line(
				canvas_item,
				p_rect.position + Size2(p_rect.size.width + offset, p_rect.size.height),
				p_rect.position + Size2(-offset, p_rect.size.height),
				p_color,
				p_width);
		RenderingServer::get_singleton()->canvas_item_add_line(
				canvas_item,
				p_rect.position + Size2(0, p_rect.size.height - offset),
				p_rect.position + Size2(0, offset),
				p_color,
				p_width);
	}
}
void CanvasItem::draw_circle(const Point2 &p_pos, real_t p_radius, const Color &p_color) {