### 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)

CHECK(box->get_subdivide_width() >= 0);
		CHECK(box->get_subdivide_height() >= 0);
		CHECK(box->get_subdivide_depth() >= 0);
	}
	SUBCASE("[SceneTree][Primitive][Box] Set properties and get them with accessor methods") {
		Vector3 size{ 2.1, 3.3, 1.7 };
		box->set_size(size);
		box->set_subdivide_width(3);
		box->set_subdivide_height(2);
		box->set_subdivide_depth(4);
		CHECK(box->get_size().is_equal_approx(size));
		CHECK(box->get_subdivide_width() == 3);
		CHECK(box->get_subdivide_height() == 2);
		CHECK(box->get_subdivide_depth() == 4);
	}
	SUBCASE("[SceneTree][Primitive][Box] Set subdivides to negative and ensure they are >= 0") {
		box->set_subdivide_width(-2);
		box->set_subdivide_height(-2);
		box->set_subdivide_depth(-2);
		CHECK(box->get_subdivide_width() >= 0);
		CHECK(box->get_subdivide_height() >= 0);
		CHECK(box->get_subdivide_depth() >= 0);
	}
	SUBCASE("[Primitive][Box] Check mesh is correct.") {
		Array data{};
		data.resize(RS::ARRAY_MAX);
		Vector3 size{ 0.5f, 1.2f, .9f };
		int subdivide_width{ 3 };
		int subdivide_height{ 2 };
		int subdivide_depth{ 8 };