### 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)

}
		}
		prevrow = thisrow;
		thisrow = point;
	}
	
	top_h = top_radius / horizonal_length;
	float top_v = top_radius / vertical_length;
	bottom_h = bottom_radius / horizonal_length;
	float bottom_v = bottom_radius / vertical_length;
	
	if (cap_top && top_radius > 0.0) {
		y = height * 0.5;
		thisrow = point;
		points.push_back(Vector3(0.0, y, 0.0));
		normals.push_back(Vector3(0.0, 1.0, 0.0));
		ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
		uvs.push_back(Vector2(0.25, 0.75));
		if (p_add_uv2) {
			uv2s.push_back(Vector2(top_h, height_v + padding_v + MAX(top_v, bottom_v)));
		}
		point++;
		for (i = 0; i <= radial_segments; i++) {
			float r = i;
			r /= radial_segments;
			x = sin(r * Math_TAU);
			z = cos(r * Math_TAU);
			u = ((x + 1.0) * 0.25);
			v = 0.5 + ((z + 1.0) * 0.25);
			Vector3 p = Vector3(x * top_radius, y, z * top_radius);