### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU (NVIDIA; 31.0.15.3640) - 12th Gen Intel(R) Core(TM) i7-1260P (16 Threads)

### Issue description

The `CylinderMesh` has an option for rings within the geometry. You cannot set this to zero. This results in artefacts when rendering a `CylinderMesh` using transparency without backface culling, made worse in combination with emission.

Transparent material without backface culling. One ring:
![image](https://github.com/godotengine/godot/assets/26239210/fbb14ba9-01f3-4528-bbde-4668676b4e84)


The desired effect can be somewhat achieved by tweaking the shading mode, but I would suggest allowing to set the number of rings to zero. The desired outcome would be a single cylinder without any rings in the middle.
![image](https://github.com/godotengine/godot/assets/26239210/ccfa7c28-73e4-4bdc-825f-020224f19b20)



### Steps to reproduce

1. Create a new `CylinderMesh`
2. Try to select zero rings
3. Minimum of one ring is enforced by the editor


### Minimal reproduction project

[project.zip](https://github.com/godotengine/godot/files/12818711/project.zip)

indices.push_back(thisrow + i);
				indices.push_back(thisrow + i - 1);
			}
		}
		prevrow = thisrow;
		thisrow = point;
	}
	if (cap_top) {
		
		float scale_pos = 1.0;
		if (curve.is_valid() && curve->get_point_count() > 0) {
			scale_pos = curve->sample_baked(0);
		}
		if (scale_pos > CMP_EPSILON) {
			float y = depth * 0.5;
			thisrow = point;
			points.push_back(Vector3(0.0, y, 0));
			normals.push_back(Vector3(0.0, 1.0, 0.0));
			ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
			uvs.push_back(Vector2(0.25, 0.75));
			point++;
			bone_indices.push_back(0);
			bone_indices.push_back(0);
			bone_indices.push_back(0);
			bone_indices.push_back(0);
			bone_weights.push_back(1.0);
			bone_weights.push_back(0);
			bone_weights.push_back(0);
			bone_weights.push_back(0);
			float rm = radius * scale_pos;