### 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)

Vector2 point = p0.bezier_interpolate(p1, p2, p3, t);
					Vector2 p = point * pixel_size;
					polygon.push_back(ContourPoint(p, false));
					t += step;
				}
			} else {
				ERR_FAIL_MSG(vformat("Unknown point tag at %d:%d", i, j));
			}
		}
		if (polygon.size() < 3) {
			continue; 
		}
		if (!orientation) {
			polygon.reverse();
		}
		gl_data.contours.push_back(polygon);
	}
	
	List<TPPLPoly> in_poly;
	for (int i = 0; i < gl_data.contours.size(); i++) {
		TPPLPoly inp;
		inp.Init(gl_data.contours[i].size());
		real_t length = 0.0;
		for (int j = 0; j < gl_data.contours[i].size(); j++) {
			int next = (j + 1 == gl_data.contours[i].size()) ? 0 : (j + 1);
			gl_data.min_p.x = MIN(gl_data.min_p.x, gl_data.contours[i][j].point.x);
			gl_data.min_p.y = MIN(gl_data.min_p.y, gl_data.contours[i][j].point.y);
			gl_data.max_p.x = MAX(gl_data.max_p.x, gl_data.contours[i][j].point.x);
			gl_data.max_p.y = MAX(gl_data.max_p.y, gl_data.contours[i][j].point.y);
			length += (gl_data.contours[i][next].point - gl_data.contours[i][j].point).length();