### 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)

Array arr;
	if (GDVIRTUAL_CALL(_create_mesh_array, arr)) {
		ERR_FAIL_COND_MSG(arr.size() != RS::ARRAY_MAX, "_create_mesh_array must return an array of Mesh.ARRAY_MAX elements.");
	} else {
		arr.resize(RS::ARRAY_MAX);
		_create_mesh_array(arr);
	}
	Vector<Vector3> points = arr[RS::ARRAY_VERTEX];
	ERR_FAIL_COND_MSG(points.size() == 0, "_create_mesh_array must return at least a vertex array.");
	aabb = AABB();
	int pc = points.size();
	ERR_FAIL_COND(pc == 0);
	{
		const Vector3 *r = points.ptr();
		for (int i = 0; i < pc; i++) {
			if (i == 0) {
				aabb.position = r[i];
			} else {
				aabb.expand_to(r[i]);
			}
		}
	}
	Vector<int> indices = arr[RS::ARRAY_INDEX];
	if (flip_faces) {
		Vector<Vector3> normals = arr[RS::ARRAY_NORMAL];
		if (normals.size() && indices.size()) {
			{
				int nc = normals.size();
				Vector3 *w = normals.ptrw();
				for (int i = 0; i < nc; i++) {