### 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)

CHECK(prism->get_size().y >= 0);
		CHECK(prism->get_size().z >= 0);
		CHECK(prism->get_subdivide_width() >= 0);
		CHECK(prism->get_subdivide_height() >= 0);
		CHECK(prism->get_subdivide_depth() >= 0);
	}
	SUBCASE("[Primitive][Prism] Are able to change prism properties.") {
		Vector3 size{ 4.3, 9.1, 0.43 };
		prism->set_left_to_right(3.4f);
		prism->set_size(size);
		prism->set_subdivide_width(36);
		prism->set_subdivide_height(5);
		prism->set_subdivide_depth(64);
		CHECK(prism->get_left_to_right() == doctest::Approx(3.4f));
		CHECK(prism->get_size().is_equal_approx(size));
		CHECK(prism->get_subdivide_width() == 36);
		CHECK(prism->get_subdivide_height() == 5);
		CHECK(prism->get_subdivide_depth() == 64);
	}
	SUBCASE("[Primitive][Prism] Ensure number of segments always >= 0") {
		prism->set_subdivide_width(-36);
		prism->set_subdivide_height(-5);
		prism->set_subdivide_depth(-64);
		CHECK(prism->get_subdivide_width() >= 0);
		CHECK(prism->get_subdivide_height() >= 0);
		CHECK(prism->get_subdivide_depth() >= 0);
	}
}
TEST_CASE("[SceneTree][Primitive][Sphere] Sphere Primitive") {
	Ref<SphereMesh> sphere = memnew(SphereMesh);