### 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)

return autowrap_mode;
}
void TextMesh::set_justification_flags(BitField<TextServer::JustificationFlag> p_flags) {
	if (jst_flags != p_flags) {
		jst_flags = p_flags;
		dirty_lines = true;
		_request_update();
	}
}
BitField<TextServer::JustificationFlag> TextMesh::get_justification_flags() const {
	return jst_flags;
}
void TextMesh::set_depth(real_t p_depth) {
	if (depth != p_depth) {
		depth = MAX(p_depth, 0.0);
		_request_update();
	}
}
real_t TextMesh::get_depth() const {
	return depth;
}
void TextMesh::set_width(real_t p_width) {
	if (width != p_width) {
		width = p_width;
		dirty_lines = true;
		_request_update();
	}
}
real_t TextMesh::get_width() const {