### 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)

thisrow = point;
	prevrow = 0;
	for (j = 0; j <= (subdivide_h + 1); j++) {
		float v = j;
		float v2 = j / (subdivide_h + 1.0);
		v /= (2.0 * (subdivide_h + 1.0));
		float left, right;
		float scale = (y - start_pos.y) / size.y;
		left = start_pos.x + (size.x * (1.0 - scale) * left_to_right);
		right = left + (size.x * scale);
		z = start_pos.z;
		for (i = 0; i <= (subdivide_d + 1); i++) {
			float u = i;
			float u2 = u / (subdivide_d + 1.0);
			u /= (3.0 * (subdivide_d + 1.0));
			
			points.push_back(Vector3(right, -y, -z));
			normals.push_back(normal_right);
			ADD_TANGENT(0.0, 0.0, -1.0, 1.0);
			uvs.push_back(Vector2(onethird + u, v));
			if (_add_uv2) {
				uv2s.push_back(Vector2(width_h + padding_h + u2 * depth_h, v2 * height_v));
			}
			point++;
			
			points.push_back(Vector3(left, -y, z));
			normals.push_back(normal_left);
			ADD_TANGENT(0.0, 0.0, 1.0, 1.0);
			uvs.push_back(Vector2(u, 0.5 + v));
			if (_add_uv2) {