### 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)

normals[index].y > 0) {
					no_top_cap = false;
					break;
				}
			}
			CHECK_MESSAGE(no_top_cap,
					"Check there is no top cap.");
		}
	}
	SUBCASE("[Primitive][Cylinder] Slanted cylinder mesh (top and bottom radius different).") {
		Array data{};
		data.resize(RS::ARRAY_MAX);
		real_t top_radius = 2.f;
		real_t bottom_radius = 1.f;
		real_t height = 1.f;
		int radial_segments = 8;
		int rings = 5;
		CylinderMesh::create_mesh_array(data, top_radius, bottom_radius, height, radial_segments, rings, false, false);
		Vector<Vector3> points = data[RS::ARRAY_VERTEX];
		Vector<Vector3> normals = data[RS::ARRAY_NORMAL];
		SUBCASE("[Primitive][Cylinder] Side points lie correct distance from y-axis") {
			bool is_radius_correct{ true };
			for (int index = 0; index < points.size(); ++index) {
				real_t radius = ((top_radius - bottom_radius) / height) * (points[index].y - 0.5 * height) + top_radius;
				Vector3 distance_to_yaxis = points[index] - Vector3(0.f, points[index].y, 0.f);
				if (!Math::is_equal_approx(distance_to_yaxis.length_squared(), radius * radius)) {
					is_radius_correct = false;
					break;
				}
			}