### 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)

points.push_back(p + Vector3(0.0, -0.5 * height + radius, 0.0));
			normals.push_back(p.normalized());
			ADD_TANGENT(-z, 0.0, -x, 1.0)
			uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird)));
			if (p_add_uv2) {
				uv2s.push_back(Vector2(u * radial_h, radial_v + height_v + ((v - 1.0) * radial_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);
			}
		}
		prevrow = thisrow;
		thisrow = point;
	}
	p_arr[RS::ARRAY_VERTEX] = points;
	p_arr[RS::ARRAY_NORMAL] = normals;
	p_arr[RS::ARRAY_TANGENT] = tangents;
	p_arr[RS::ARRAY_TEX_UV] = uvs;
	if (p_add_uv2) {
		p_arr[RS::ARRAY_TEX_UV2] = uv2s;
	}
	p_arr[RS::ARRAY_INDEX] = indices;
}
void CapsuleMesh::_bind_methods() {