### 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)

return custom_aabb;
}
void PrimitiveMesh::set_flip_faces(bool p_enable) {
	flip_faces = p_enable;
	_request_update();
}
bool PrimitiveMesh::get_flip_faces() const {
	return flip_faces;
}
void PrimitiveMesh::set_add_uv2(bool p_enable) {
	add_uv2 = p_enable;
	_update_lightmap_size();
	_request_update();
}
void PrimitiveMesh::set_uv2_padding(float p_padding) {
	uv2_padding = p_padding;
	_update_lightmap_size();
	_request_update();
}
Vector2 PrimitiveMesh::get_uv2_scale(Vector2 p_margin_scale) const {
	Vector2 uv2_scale;
	Vector2 lightmap_size = get_lightmap_size_hint();
	
	uv2_scale.x = p_margin_scale.x * uv2_padding / (lightmap_size.x == 0.0 ? PADDING_REF_SIZE : lightmap_size.x);
	uv2_scale.y = p_margin_scale.y * uv2_padding / (lightmap_size.y == 0.0 ? PADDING_REF_SIZE : lightmap_size.y);
	
	uv2_scale = Vector2(1.0, 1.0) - uv2_scale;
	return uv2_scale;
}
float PrimitiveMesh::get_lightmap_texel_size() const {