### 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

-
RenderingServer::get_singleton()->canvas_item_set_visible(canvas_item, p_visible);
	notification(NOTIFICATION_VISIBILITY_CHANGED);
	if (p_visible) {
		queue_redraw();
	} else {
		emit_signal(SceneStringNames::get_singleton()->hidden);
	}
	_block();
	for (int i = 0; i < get_child_count(); i++) {
		CanvasItem *c = Object::cast_to<CanvasItem>(get_child(i));
		if (c) { 
			c->_propagate_visibility_changed(p_visible);
		}
	}
	_unblock();
}
void CanvasItem::show() {
	set_visible(true);
}
void CanvasItem::hide() {
	set_visible(false);
}
bool CanvasItem::is_visible() const {
	return visible;
}
CanvasItem *CanvasItem::current_item_drawn = nullptr;
CanvasItem *CanvasItem::get_current_item_drawn() {
	return current_item_drawn;
}
void CanvasItem::_redraw_callback() {