### 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)

}
void TextMesh::_generate_glyph_mesh_data(const GlyphMeshKey &p_key, const Glyph &p_gl) const {
	if (cache.has(p_key)) {
		return;
	}
	GlyphMeshData &gl_data = cache[p_key];
	Dictionary d = TS->font_get_glyph_contours(p_gl.font_rid, p_gl.font_size, p_gl.index);
	PackedVector3Array points = d["points"];
	PackedInt32Array contours = d["contours"];
	bool orientation = d["orientation"];
	if (points.size() < 3 || contours.size() < 1) {
		return; 
	}
	
	
	for (int i = 0; i < contours.size(); i++) {
		int32_t start = (i == 0) ? 0 : (contours[i - 1] + 1);
		int32_t end = contours[i];
		Vector<ContourPoint> polygon;
		for (int32_t j = start; j <= end; j++) {
			if (points[j].z == TextServer::CONTOUR_CURVE_TAG_ON) {
				
				Vector2 p = Vector2(points[j].x, points[j].y) * pixel_size;