### 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)

if (glyphs[j].font_rid != RID()) {
				GlyphMeshKey key = GlyphMeshKey(glyphs[j].font_rid.get_id(), glyphs[j].index);
				_generate_glyph_mesh_data(key, glyphs[j]);
				const GlyphMeshData &gl_data = cache[key];
				int64_t ts = gl_data.triangles.size();
				const Vector2 *ts_ptr = gl_data.triangles.ptr();
				const Vector2 gl_of = Vector2(glyphs[j].x_off, glyphs[j].y_off) * pixel_size;
				for (int r = 0; r < glyphs[j].repeat; r++) {
					for (int k = 0; k < ts; k += 3) {
						
						for (int l = 0; l < 3; l++) {
							Vector3 point = Vector3(ts_ptr[k + l].x + offset.x + gl_of.x, -ts_ptr[k + l].y + offset.y - gl_of.y, depth / 2.0);
							vertices_ptr[p_idx] = point;
							normals_ptr[p_idx] = Vector3(0.0, 0.0, 1.0);
							if (has_depth) {
								uvs_ptr[p_idx] = Vector2(Math::remap(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(point.y, -max_p.y, -min_p.y, real_t(0.4), real_t(0.0)));
							} else {
								uvs_ptr[p_idx] = Vector2(Math::remap(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(point.y, -max_p.y, -min_p.y, real_t(1.0), real_t(0.0)));
							}
							tangents_ptr[p_idx * 4 + 0] = 1.0;
							tangents_ptr[p_idx * 4 + 1] = 0.0;
							tangents_ptr[p_idx * 4 + 2] = 0.0;
							tangents_ptr[p_idx * 4 + 3] = 1.0;
							indices_ptr[i_idx++] = p_idx;
							p_idx++;
						}
						if (has_depth) {
							
							for (int l = 2; l >= 0; l--) {
								Vector3 point = Vector3(ts_ptr[k + l].x + offset.x + gl_of.x, -ts_ptr[k + l].y + offset.y - gl_of.y, -depth / 2.0);