### 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)

} else if (i > 0 && j > 0) {
				int i2 = i * 2;
				
				indices.push_back(prevrow + i2 - 2);
				indices.push_back(prevrow + i2);
				indices.push_back(thisrow + i2 - 2);
				indices.push_back(prevrow + i2);
				indices.push_back(thisrow + i2);
				indices.push_back(thisrow + i2 - 2);
				
				indices.push_back(prevrow + i2 - 1);
				indices.push_back(prevrow + i2 + 1);
				indices.push_back(thisrow + i2 - 1);
				indices.push_back(prevrow + i2 + 1);
				indices.push_back(thisrow + i2 + 1);
				indices.push_back(thisrow + i2 - 1);
			}
			x += scale * size.x / (subdivide_w + 1.0);
		}
		y += size.y / (subdivide_h + 1.0);
		prevrow = thisrow;
		thisrow = point;
	}
	
	Vector3 normal_left, normal_right;
	normal_left = Vector3(-size.y, size.x * left_to_right, 0.0);
	normal_right = Vector3(size.y, size.x * (1.0 - left_to_right), 0.0);
	normal_left.normalize();
	normal_right.normalize();
	y = start_pos.y;