### 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)

BoxMesh::create_mesh_array(data, size, subdivide_width, subdivide_height, subdivide_depth);
		Vector<Vector3> points = data[RS::ARRAY_VERTEX];
		Vector<Vector3> normals = data[RS::ARRAY_NORMAL];
		SUBCASE("Only 6 distinct normals.") {
			Vector<Vector3> distinct_normals{};
			distinct_normals.push_back(normals[0]);
			for (const Vector3 &normal : normals) {
				bool add_normal{ true };
				for (const Vector3 &vec : distinct_normals) {
					if (vec.is_equal_approx(normal))
						add_normal = false;
				}
				if (add_normal)
					distinct_normals.push_back(normal);
			}
			CHECK_MESSAGE(distinct_normals.size() == 6,
					"There are exactly 6 distinct normals in the mesh data.");
			
			bool normal_correct_direction{ true };
			for (int rowIndex = 0; rowIndex < distinct_normals.size(); ++rowIndex) {
				for (int colIndex = rowIndex + 1; colIndex < distinct_normals.size(); ++colIndex) {
					if (!Math::is_equal_approx(distinct_normals[rowIndex].normalized().dot(distinct_normals[colIndex].normalized()), 0) &&
							!Math::is_equal_approx(distinct_normals[rowIndex].normalized().dot(distinct_normals[colIndex].normalized()), 1) &&
							!Math::is_equal_approx(distinct_normals[rowIndex].normalized().dot(distinct_normals[colIndex].normalized()), -1)) {
						normal_correct_direction = false;
						break;
					}
				}
				if (!normal_correct_direction)
					break;