### 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)

tangents.push_back(m_x);            \
	tangents.push_back(m_y);            \
	tangents.push_back(m_z);            \
	tangents.push_back(m_d);
	ERR_FAIL_COND_MSG(inner_radius == outer_radius, "Inner radius and outer radius cannot be the same.");
	float min_radius = inner_radius;
	float max_radius = outer_radius;
	if (min_radius > max_radius) {
		SWAP(min_radius, max_radius);
	}
	float radius = (max_radius - min_radius) * 0.5;
	
	bool _add_uv2 = get_add_uv2();
	float texel_size = get_lightmap_texel_size();
	float _uv2_padding = get_uv2_padding() * texel_size;
	float horizontal_total = max_radius * Math_TAU + _uv2_padding;
	float max_h = max_radius * Math_TAU / horizontal_total;
	float delta_h = (max_radius - min_radius) * Math_TAU / horizontal_total;
	float height_v = radius * Math_TAU / (radius * Math_TAU + _uv2_padding);
	for (int i = 0; i <= rings; i++) {
		int prevrow = (i - 1) * (ring_segments + 1);
		int thisrow = i * (ring_segments + 1);
		float inci = float(i) / rings;
		float angi = inci * Math_TAU;
		Vector2 normali = Vector2(-Math::sin(angi), -Math::cos(angi));
		for (int j = 0; j <= ring_segments; j++) {
			float incj = float(j) / ring_segments;
			float angj = incj * Math_TAU;
			Vector2 normalj = Vector2(-Math::cos(angj), Math::sin(angj));
			Vector2 normalk = normalj * radius + Vector2(min_radius + radius, 0);