### 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)

inp.GetPoint(j) = gl_data.contours[i][j].point;
		}
		TPPLOrientation poly_orient = inp.GetOrientation();
		if (poly_orient == TPPL_ORIENTATION_CW) {
			inp.SetHole(true);
		}
		in_poly.push_back(inp);
		gl_data.contours_info.push_back(ContourInfo(length, poly_orient == TPPL_ORIENTATION_CCW));
	}
	TPPLPartition tpart;
	
	List<TPPLPoly> out_poly;
	if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) {
		ERR_FAIL_MSG("Convex decomposing failed. Make sure the font doesn't contain self-intersecting lines, as these are not supported in TextMesh.");
	}
	List<TPPLPoly> out_tris;
	for (List<TPPLPoly>::Element *I = out_poly.front(); I; I = I->next()) {
		if (tpart.Triangulate_OPT(&(I->get()), &out_tris) == 0) {
			ERR_FAIL_MSG("Triangulation failed. Make sure the font doesn't contain self-intersecting lines, as these are not supported in TextMesh.");
		}
	}
	for (List<TPPLPoly>::Element *I = out_tris.front(); I; I = I->next()) {
		TPPLPoly &tp = I->get();
		ERR_FAIL_COND(tp.GetNumPoints() != 3); 
		for (int i = 0; i < 3; i++) {
			gl_data.triangles.push_back(Vector2(tp.GetPoint(i).x, tp.GetPoint(i).y));
		}
	}
}
void TextMesh::_create_mesh_array(Array &p_arr) const {