### 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)

vertices_ptr[p_idx] = point;
								normals_ptr[p_idx] = Vector3(0.0, 0.0, -1.0);
								uvs_ptr[p_idx] = Vector2(Math::remap(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(point.y, -max_p.y, -min_p.y, real_t(0.8), real_t(0.4)));
								tangents_ptr[p_idx * 4 + 0] = -1.0;
								tangents_ptr[p_idx * 4 + 1] = 0.0;
								tangents_ptr[p_idx * 4 + 2] = 0.0;
								tangents_ptr[p_idx * 4 + 3] = 1.0;
								indices_ptr[i_idx++] = p_idx;
								p_idx++;
							}
						}
					}
					
					if (has_depth) {
						for (int k = 0; k < gl_data.contours.size(); k++) {
							int64_t ps = gl_data.contours[k].size();
							const ContourPoint *ps_ptr = gl_data.contours[k].ptr();
							const ContourInfo &ps_info = gl_data.contours_info[k];
							real_t length = 0.0;
							for (int l = 0; l < ps; l++) {
								int prev = (l == 0) ? (ps - 1) : (l - 1);
								int next = (l + 1 == ps) ? 0 : (l + 1);
								Vector2 d1;
								Vector2 d2 = (ps_ptr[next].point - ps_ptr[l].point).normalized();
								if (ps_ptr[l].sharp) {
									d1 = d2;
								} else {
									d1 = (ps_ptr[l].point - ps_ptr[prev].point).normalized();
								}
								real_t seg_len = (ps_ptr[next].point - ps_ptr[l].point).length();