### 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)

Vector3 offset{ -7.3, 0.4, -1.7 };
		plane->set_size(size);
		plane->set_subdivide_width(15);
		plane->set_subdivide_depth(29);
		plane->set_center_offset(offset);
		plane->set_orientation(PlaneMesh::FACE_X);
		CHECK(plane->get_size().is_equal_approx(size));
		CHECK(plane->get_subdivide_width() == 15);
		CHECK(plane->get_subdivide_depth() == 29);
		CHECK(plane->get_center_offset().is_equal_approx(offset));
		CHECK(plane->get_orientation() == PlaneMesh::FACE_X);
	}
	SUBCASE("[SceneTree][Primitive][Plane] Ensure number of segments is >= 0.") {
		plane->set_subdivide_width(-15);
		plane->set_subdivide_depth(-29);
		CHECK(plane->get_subdivide_width() >= 0);
		CHECK(plane->get_subdivide_depth() >= 0);
	}
}
TEST_CASE("[SceneTree][Primitive][Quad] QuadMesh Primitive") {
	Ref<QuadMesh> quad = memnew(QuadMesh);
	SUBCASE("[Primitive][Quad] Orientation on initialization is in z direction") {
		CHECK(quad->get_orientation() == PlaneMesh::FACE_Z);
	}
}
TEST_CASE("[SceneTree][Primitive][Prism] Prism Primitive") {
	Ref<PrismMesh> prism = memnew(PrismMesh);
	SUBCASE("[Primitive][Prism] There are valid values of properties on initialization.") {
		CHECK(prism->get_left_to_right() >= 0);
		CHECK(prism->get_size().x >= 0);