### 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)

uv2s.push_back(Vector2(u * radial_h, radial_v + (v * height_v)));
			}
			point++;
			if (i > 0 && j > 0) {
				indices.push_back(prevrow + i - 1);
				indices.push_back(prevrow + i);
				indices.push_back(thisrow + i - 1);
				indices.push_back(prevrow + i);
				indices.push_back(thisrow + i);
				indices.push_back(thisrow + i - 1);
			}
		}
		prevrow = thisrow;
		thisrow = point;
	}
	
	thisrow = point;
	prevrow = 0;
	for (j = 0; j <= (rings + 1); j++) {
		v = j;
		v /= (rings + 1);
		v += 1.0;
		w = sin(0.5 * Math_PI * v);
		y = radius * cos(0.5 * Math_PI * v);
		for (i = 0; i <= radial_segments; i++) {
			u = i;
			u /= radial_segments;
			x = -sin(u * Math_TAU);
			z = cos(u * Math_TAU);
			Vector3 p = Vector3(x * radius * w, y, -z * radius * w);