### 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)

int32_t *indices_ptr = indices.ptrw();
	
	int32_t p_idx = 0;
	int32_t i_idx = 0;
	offset = Vector2(0, vbegin + lbl_offset.y * pixel_size);
	for (int i = 0; i < lines_rid.size(); i++) {
		const Glyph *glyphs = TS->shaped_text_get_glyphs(lines_rid[i]);
		int gl_size = TS->shaped_text_get_glyph_count(lines_rid[i]);
		float line_width = TS->shaped_text_get_width(lines_rid[i]) * pixel_size;
		switch (horizontal_alignment) {
			case HORIZONTAL_ALIGNMENT_LEFT:
				offset.x = 0.0;
				break;
			case HORIZONTAL_ALIGNMENT_FILL:
			case HORIZONTAL_ALIGNMENT_CENTER: {
				offset.x = -line_width / 2.0;
			} break;
			case HORIZONTAL_ALIGNMENT_RIGHT: {
				offset.x = -line_width;
			} break;
		}
		offset.x += lbl_offset.x * pixel_size;
		offset.y -= TS->shaped_text_get_ascent(lines_rid[i]) * pixel_size;
		bool has_depth = !Math::is_zero_approx(depth);
		
		for (int j = 0; j < gl_size; j++) {
			if (glyphs[j].index == 0) {
				offset.x += glyphs[j].advance * pixel_size * glyphs[j].repeat;
				continue;
			}