### 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 rings;
}
CapsuleMesh::CapsuleMesh() {}
/**
  BoxMesh
*/
void BoxMesh::_update_lightmap_size() {
	if (get_add_uv2()) {
		
		Size2i _lightmap_size_hint;
		float texel_size = get_lightmap_texel_size();
		float padding = get_uv2_padding();
		float width = (size.x + size.z) / texel_size;
		float length = (size.y + size.y + MAX(size.x, size.z)) / texel_size;
		_lightmap_size_hint.x = MAX(1.0, width) + 2.0 * padding;
		_lightmap_size_hint.y = MAX(1.0, length) + 3.0 * padding;
		set_lightmap_size_hint(_lightmap_size_hint);
	}
}
void BoxMesh::_create_mesh_array(Array &p_arr) const {
	
	
	
	
	bool _add_uv2 = get_add_uv2();
	float texel_size = get_lightmap_texel_size();
	float _uv2_padding = get_uv2_padding() * texel_size;
	BoxMesh::create_mesh_array(p_arr, size, subdivide_w, subdivide_h, subdivide_d, _add_uv2, _uv2_padding);
}
void BoxMesh::create_mesh_array(Array &p_arr, Vector3 size, int subdivide_w, int subdivide_h, int subdivide_d, bool p_add_uv2, const float p_uv2_padding) {