### 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)

Vector<Vector3> points;
	Vector<Vector3> normals;
	Vector<float> tangents;
	Vector<Vector2> uvs;
	Vector<Vector2> uv2s;
	Vector<int> indices;
	point = 0;
#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
	tangents.push_back(m_x);            \
	tangents.push_back(m_y);            \
	tangents.push_back(m_z);            \
	tangents.push_back(m_d);
	
	y = start_pos.y;
	thisrow = point;
	prevrow = 0;
	for (j = 0; j <= (subdivide_h + 1); j++) {
		float scale = (y - start_pos.y) / size.y;
		float scaled_size_x = size.x * scale;
		float start_x = start_pos.x + (1.0 - scale) * size.x * left_to_right;
		float offset_front = (1.0 - scale) * onethird * left_to_right;
		float offset_back = (1.0 - scale) * onethird * (1.0 - left_to_right);
		float v = j;
		float v2 = j / (subdivide_h + 1.0);
		v /= (2.0 * (subdivide_h + 1.0));
		x = 0.0;
		for (i = 0; i <= (subdivide_w + 1); i++) {
			float u = i;
			float u2 = i / (subdivide_w + 1.0);