### 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)

int i, j, prevrow, thisrow, point;
	float x, y, z;
	float onethird = 1.0 / 3.0;
	float twothirds = 2.0 / 3.0;
	
	bool _add_uv2 = get_add_uv2();
	float texel_size = get_lightmap_texel_size();
	float _uv2_padding = get_uv2_padding() * texel_size;
	float horizontal_total = size.x + size.z + 2.0 * _uv2_padding;
	float width_h = size.x / horizontal_total;
	float depth_h = size.z / horizontal_total;
	float padding_h = _uv2_padding / horizontal_total;
	float vertical_total = (size.y + size.y + size.z) + (3.0 * _uv2_padding);
	float height_v = size.y / vertical_total;
	float depth_v = size.z / vertical_total;
	float padding_v = _uv2_padding / vertical_total;
	
	Vector3 start_pos = size * -0.5;