### 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)

Vector3 quad_faces[4] = {
									Vector3(ps_ptr[l].point.x + offset.x + gl_of.x, -ps_ptr[l].point.y + offset.y - gl_of.y, -depth / 2.0),
									Vector3(ps_ptr[next].point.x + offset.x + gl_of.x, -ps_ptr[next].point.y + offset.y - gl_of.y, -depth / 2.0),
									Vector3(ps_ptr[l].point.x + offset.x + gl_of.x, -ps_ptr[l].point.y + offset.y - gl_of.y, depth / 2.0),
									Vector3(ps_ptr[next].point.x + offset.x + gl_of.x, -ps_ptr[next].point.y + offset.y - gl_of.y, depth / 2.0),
								};
								for (int m = 0; m < 4; m++) {
									const Vector2 &d = ((m % 2) == 0) ? d1 : d2;
									real_t u_pos = ((m % 2) == 0) ? length : length + seg_len;
									vertices_ptr[p_idx + m] = quad_faces[m];
									normals_ptr[p_idx + m] = Vector3(d.y, d.x, 0.0);
									if (m < 2) {
										uvs_ptr[p_idx + m] = Vector2(Math::remap(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.8 : 0.9);
									} else {
										uvs_ptr[p_idx + m] = Vector2(Math::remap(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.9 : 1.0);
									}
									tangents_ptr[(p_idx + m) * 4 + 0] = d.x;
									tangents_ptr[(p_idx + m) * 4 + 1] = -d.y;
									tangents_ptr[(p_idx + m) * 4 + 2] = 0.0;
									tangents_ptr[(p_idx + m) * 4 + 3] = 1.0;
								}
								indices_ptr[i_idx++] = p_idx;
								indices_ptr[i_idx++] = p_idx + 1;
								indices_ptr[i_idx++] = p_idx + 2;
								indices_ptr[i_idx++] = p_idx + 1;
								indices_ptr[i_idx++] = p_idx + 3;
								indices_ptr[i_idx++] = p_idx + 2;
								length += seg_len;
								p_idx += 4;
							}