### 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)

dirty_lines = false;
	}
	float total_h = 0.0;
	for (int i = 0; i < lines_rid.size(); i++) {
		total_h += (TS->shaped_text_get_size(lines_rid[i]).y + line_spacing) * pixel_size;
	}
	float vbegin = 0.0;
	switch (vertical_alignment) {
		case VERTICAL_ALIGNMENT_FILL:
		case VERTICAL_ALIGNMENT_TOP: {
			
		} break;
		case VERTICAL_ALIGNMENT_CENTER: {
			vbegin = (total_h - line_spacing * pixel_size) / 2.0;
		} break;
		case VERTICAL_ALIGNMENT_BOTTOM: {
			vbegin = (total_h - line_spacing * pixel_size);
		} break;
	}
	Vector<Vector3> vertices;
	Vector<Vector3> normals;
	Vector<float> tangents;
	Vector<Vector2> uvs;
	Vector<int32_t> indices;
	Vector2 min_p = Vector2(INFINITY, INFINITY);
	Vector2 max_p = Vector2(-INFINITY, -INFINITY);
	int32_t p_size = 0;
	int32_t i_size = 0;
	Vector2 offset = Vector2(0, vbegin + lbl_offset.y * pixel_size);
	for (int i = 0; i < lines_rid.size(); i++) {