### 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)

PackedVector3Array points;
	PackedVector3Array normals;
	PackedFloat32Array tangents;
	PackedVector2Array uvs;
	PackedInt32Array bone_indices;
	PackedFloat32Array bone_weights;
	PackedInt32Array indices;
	int 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);
	int thisrow = 0;
	int prevrow = 0;
	int total_rings = section_rings * sections;
	float depth = section_length * sections;
	for (int j = 0; j <= total_rings; j++) {
		float v = j;
		v /= total_rings;
		float y = depth * v;
		y = (depth * 0.5) - y;
		int bone = j / section_rings;
		float blend = 1.0 - float(j % section_rings) / float(section_rings);