### 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)

bool _add_uv2 = get_add_uv2();
	float texel_size = get_lightmap_texel_size();
	float _uv2_padding = get_uv2_padding() * texel_size;
	create_mesh_array(p_arr, radius, height, radial_segments, rings, _add_uv2, _uv2_padding);
}
void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const float height, const int radial_segments, const int rings, bool p_add_uv2, const float p_uv2_padding) {
	int i, j, prevrow, thisrow, point;
	float x, y, z, u, v, w;
	float onethird = 1.0 / 3.0;
	float twothirds = 2.0 / 3.0;
	
	float radial_width = 2.0 * radius * Math_PI;
	float radial_h = radial_width / (radial_width + p_uv2_padding);
	float radial_length = radius * Math_PI * 0.5; 
	float vertical_length = radial_length * 2 + (height - 2.0 * radius) + p_uv2_padding; 
	float radial_v = radial_length / vertical_length; 
	float height_v = (height - 2.0 * radius) / vertical_length; 
	
	Vector<Vector3> points;
	Vector<Vector3> normals;
	Vector<float> tangents;
	Vector<Vector2> uvs;
	Vector<Vector2> uv2s;