### 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)

}
					}
					offset.x += glyphs[j].advance * pixel_size;
				}
			} else {
				
				for (int r = 0; r < glyphs[j].repeat; r++) {
					Size2 sz = TS->get_hex_code_box_size(glyphs[j].font_size, glyphs[j].index) * pixel_size;
					Vector3 quad_faces[4] = {
						Vector3(offset.x, offset.y, 0.0),
						Vector3(offset.x, sz.y + offset.y, 0.0),
						Vector3(sz.x + offset.x, sz.y + offset.y, 0.0),
						Vector3(sz.x + offset.x, offset.y, 0.0),
					};
					for (int k = 0; k < 4; k++) {
						vertices_ptr[p_idx + k] = quad_faces[k];
						normals_ptr[p_idx + k] = Vector3(0.0, 0.0, 1.0);
						if (has_depth) {
							uvs_ptr[p_idx + k] = Vector2(Math::remap(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(quad_faces[k].y, -max_p.y, -min_p.y, real_t(0.4), real_t(0.0)));
						} else {
							uvs_ptr[p_idx + k] = Vector2(Math::remap(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(quad_faces[k].y, -max_p.y, -min_p.y, real_t(1.0), real_t(0.0)));
						}
						tangents_ptr[(p_idx + k) * 4 + 0] = 1.0;
						tangents_ptr[(p_idx + k) * 4 + 1] = 0.0;
						tangents_ptr[(p_idx + k) * 4 + 2] = 0.0;
						tangents_ptr[(p_idx + k) * 4 + 3] = 1.0;
					}
					indices_ptr[i_idx++] = p_idx;
					indices_ptr[i_idx++] = p_idx + 1;
					indices_ptr[i_idx++] = p_idx + 2;