### 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(is_radius_correct);
		}
		SUBCASE("[Primitive][Cylinder] Normal on side is orthogonal to side tangent vector") {
			bool is_normal_correct{ true };
			for (int index = 0; index < points.size(); ++index) {
				Vector3 yaxis_to_point = points[index] - Vector3(0.f, points[index].y, 0.f);
				Vector3 yaxis_to_rb = yaxis_to_point.normalized() * bottom_radius;
				Vector3 rb_to_point = yaxis_to_point - yaxis_to_rb;
				Vector3 y_to_bottom = -Vector3(0.f, points[index].y + 0.5 * height, 0.f);
				Vector3 side_tangent = rb_to_point - y_to_bottom;
				if (!Math::is_equal_approx(normals[index].dot(side_tangent), 0)) {
					is_normal_correct = false;
					break;
				}
			}
			CHECK(is_normal_correct);
		}
	}
} 
TEST_CASE("[SceneTree][Primitive][Plane] Plane Primitive") {
	Ref<PlaneMesh> plane = memnew(PlaneMesh);
	SUBCASE("[SceneTree][Primitive][Plane] Default values should be valid") {
		CHECK(plane->get_size().x > 0);
		CHECK(plane->get_size().y > 0);
		CHECK(plane->get_subdivide_width() >= 0);
		CHECK(plane->get_subdivide_depth() >= 0);
		CHECK((plane->get_orientation() == PlaneMesh::FACE_X || plane->get_orientation() == PlaneMesh::FACE_Y || plane->get_orientation() == PlaneMesh::FACE_Z));
	}
	SUBCASE("[SceneTree][Primitive][Plane] Set properties and get them.") {
		Size2 size{ 3.2, 1.8 };