### 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)

if (get_add_uv2()) {
		
		Size2i _lightmap_size_hint;
		float texel_size = get_lightmap_texel_size();
		float padding = get_uv2_padding();
		float min_radius = inner_radius;
		float max_radius = outer_radius;
		if (min_radius > max_radius) {
			SWAP(min_radius, max_radius);
		}
		float radius = (max_radius - min_radius) * 0.5;
		float _width = max_radius * Math_TAU;
		_lightmap_size_hint.x = MAX(1.0, (_width / texel_size) + padding);
		float _height = radius * Math_TAU;
		_lightmap_size_hint.y = MAX(1.0, (_height / texel_size) + padding);
		set_lightmap_size_hint(_lightmap_size_hint);
	}
}
void TorusMesh::_create_mesh_array(Array &p_arr) const {
	
	Vector<Vector3> points;
	Vector<Vector3> normals;
	Vector<float> tangents;
	Vector<Vector2> uvs;
	Vector<Vector2> uv2s;
	Vector<int> indices;
#define ADD_TANGENT(m_x, m_y, m_z, m_d) \