### 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)

points.push_back(Vector3(+s * 0.5, y, 0));
		if (shape == SHAPE_CROSS) {
			points.push_back(Vector3(0, y, -s * 0.5));
			points.push_back(Vector3(0, y, +s * 0.5));
		}
		normals.push_back(Vector3(0, 0, 1));
		normals.push_back(Vector3(0, 0, 1));
		if (shape == SHAPE_CROSS) {
			normals.push_back(Vector3(1, 0, 0));
			normals.push_back(Vector3(1, 0, 0));
		}
		uvs.push_back(Vector2(0, v));
		uvs.push_back(Vector2(1, v));
		if (shape == SHAPE_CROSS) {
			uvs.push_back(Vector2(0, v));
			uvs.push_back(Vector2(1, v));
		}
		ADD_TANGENT(0.0, 1.0, 0.0, 1.0)
		ADD_TANGENT(0.0, 1.0, 0.0, 1.0)
		if (shape == SHAPE_CROSS) {
			ADD_TANGENT(0.0, 1.0, 0.0, 1.0)
			ADD_TANGENT(0.0, 1.0, 0.0, 1.0)
		}
		for (int i = 0; i < (shape == SHAPE_CROSS ? 4 : 2); i++) {
			bone_indices.push_back(bone);
			bone_indices.push_back(MIN(sections, bone + 1));
			bone_indices.push_back(0);
			bone_indices.push_back(0);
			bone_weights.push_back(blend);
			bone_weights.push_back(1.0 - blend);