### 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)

w[i] = -w[i];
				}
			}
			{
				int ic = indices.size();
				int *w = indices.ptrw();
				for (int i = 0; i < ic; i += 3) {
					SWAP(w[i + 0], w[i + 1]);
				}
			}
			arr[RS::ARRAY_NORMAL] = normals;
			arr[RS::ARRAY_INDEX] = indices;
		}
	}
	if (add_uv2) {
		
		
		
		Vector<Vector2> uv = arr[RS::ARRAY_TEX_UV];
		Vector<Vector2> uv2 = arr[RS::ARRAY_TEX_UV2];
		if (uv.size() > 0 && uv2.size() == 0) {
			Vector2 uv2_scale = get_uv2_scale();
			uv2.resize(uv.size());
			Vector2 *uv2w = uv2.ptrw();
			for (int i = 0; i < uv.size(); i++) {
				uv2w[i] = uv[i] * uv2_scale;
			}
		}
		arr[RS::ARRAY_TEX_UV2] = uv2;
	}