### 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)

for (int i = 0; i < lines_rid.size(); i++) {
		TS->free_rid(lines_rid[i]);
	}
	lines_rid.clear();
	TS->free_rid(text_rid);
}
void TextMesh::set_horizontal_alignment(HorizontalAlignment p_alignment) {
	ERR_FAIL_INDEX((int)p_alignment, 4);
	if (horizontal_alignment != p_alignment) {
		if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL || p_alignment == HORIZONTAL_ALIGNMENT_FILL) {
			dirty_lines = true;
		}
		horizontal_alignment = p_alignment;
		_request_update();
	}
}
HorizontalAlignment TextMesh::get_horizontal_alignment() const {
	return horizontal_alignment;
}
void TextMesh::set_vertical_alignment(VerticalAlignment p_alignment) {
	ERR_FAIL_INDEX((int)p_alignment, 4);
	if (vertical_alignment != p_alignment) {
		vertical_alignment = p_alignment;
		_request_update();
	}
}
VerticalAlignment TextMesh::get_vertical_alignment() const {
	return vertical_alignment;
}
void TextMesh::set_text(const String &p_string) {