### 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)

prevrow = 0;
	const real_t side_normal_y = (bottom_radius - top_radius) / height;
	for (j = 0; j <= (rings + 1); j++) {
		v = j;
		v /= (rings + 1);
		radius = top_radius + ((bottom_radius - top_radius) * v);
		radius_h = top_h + ((bottom_h - top_h) * v);
		y = height * v;
		y = (height * 0.5) - y;
		for (i = 0; i <= radial_segments; i++) {
			u = i;
			u /= radial_segments;
			x = sin(u * Math_TAU);
			z = cos(u * Math_TAU);
			Vector3 p = Vector3(x * radius, y, z * radius);
			points.push_back(p);
			normals.push_back(Vector3(x, side_normal_y, z).normalized());
			ADD_TANGENT(z, 0.0, -x, 1.0)
			uvs.push_back(Vector2(u, v * 0.5));
			if (p_add_uv2) {
				uv2s.push_back(Vector2(center_h + (u - 0.5) * radius_h, v * height_v));
			}
			point++;
			if (i > 0 && j > 0) {
				indices.push_back(prevrow + i - 1);
				indices.push_back(prevrow + i);
				indices.push_back(thisrow + i - 1);
				indices.push_back(prevrow + i);
				indices.push_back(thisrow + i);
				indices.push_back(thisrow + i - 1);