### 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)

SphereMesh::create_mesh_array(data, radius, 2 * radius, radial_segments, rings);
		Vector<Vector3> points = data[RS::ARRAY_VERTEX];
		Vector<Vector3> normals = data[RS::ARRAY_NORMAL];
		SUBCASE("[Primitive][Sphere] All points lie radius away from origin.") {
			bool is_radius_correct = true;
			for (Vector3 point : points) {
				if (!Math::is_equal_approx(point.length_squared(), radius * radius)) {
					is_radius_correct = false;
					break;
				}
			}
			CHECK(is_radius_correct);
		}
		SUBCASE("[Primitive][Sphere] All normals lie in direction of corresponding point.") {
			bool is_normals_correct = true;
			for (int index = 0; index < points.size(); ++index) {
				if (!Math::is_equal_approx(normals[index].normalized().dot(points[index].normalized()), 1)) {
					is_normals_correct = false;
					break;
				}
			}
			CHECK(is_normals_correct);
		}
	}
}
TEST_CASE("[SceneTree][Primitive][Torus] Torus Primitive") {
	Ref<TorusMesh> torus = memnew(TorusMesh);
	Ref<PrimitiveMesh> prim = memnew(PrimitiveMesh);
	SUBCASE("[Primitive][Torus] There are valid values of properties on initialization.") {
		CHECK(torus->get_inner_radius() > 0);