### 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)

}
	SUBCASE("[SceneTree][Primitive][Capsule] If set height < 2*radius, adjust radius and height to radius=height*0.5") {
		capsule->set_radius(1.f);
		capsule->set_height(0.5f);
		CHECK_MESSAGE(capsule->get_radius() >= capsule->get_height() * 0.5,
				"Ensure radius >= height * 0.5 (needed for capsule to exist).");
	}
	SUBCASE("[Primitive][Capsule] Check mesh is correct") {
		Array data{};
		data.resize(RS::ARRAY_MAX);
		float radius{ 0.5f };
		float height{ 4.f };
		int num_radial_segments{ 4 };
		int num_rings{ 8 };
		CapsuleMesh::create_mesh_array(data, radius, height, num_radial_segments, num_rings);
		Vector<Vector3> points = data[RS::ARRAY_VERTEX];
		SUBCASE("[Primitive][Capsule] Ensure all vertices positions are within bounding radius and height") {
			
			
			float dist_to_yaxis = 0.f;
			for (Vector3 point : points) {
				float new_dist_to_y = point.x * point.x + point.z * point.z;
				if (new_dist_to_y > dist_to_yaxis)
					dist_to_yaxis = new_dist_to_y;
			}
			CHECK(dist_to_yaxis <= radius * radius);
			
			float max_y{ 0.f };
			float min_y{ 0.f };
			for (Vector3 point : points) {