### 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)

}
		SUBCASE("[Primitive][Cylinder] Only possible normals point in direction of point or in positive/negative y direction.") {
			bool is_correct_normals{ true };
			for (int index = 0; index < normals.size(); ++index) {
				Vector3 yaxis_to_point = points[index] - Vector3(0.f, points[index].y, 0.f);
				Vector3 point_to_normal = normals[index].normalized() - yaxis_to_point.normalized();
				
				if (!(point_to_normal.is_equal_approx(Vector3(0, 0, 0))) &&
						(!Math::is_equal_approx(Math::abs(normals[index].normalized().y), 1))) {
					is_correct_normals = false;
					break;
				}
			}
			CHECK(is_correct_normals);
		}
		SUBCASE("[Primitive][Cylinder] Points on top and bottom are height/2 away from origin.") {
			bool is_height_correct{ true };
			real_t half_height = 0.5 * height;
			for (int index = 0; index < normals.size(); ++index) {
				if (Math::is_equal_approx(normals[index].x, 0) &&
						Math::is_equal_approx(normals[index].z, 0) &&
						normals[index].y > 0) {
					if (!Math::is_equal_approx(points[index].y, half_height)) {
						is_height_correct = false;
						break;
					}
				}
				if (Math::is_equal_approx(normals[index].x, 0) &&
						Math::is_equal_approx(normals[index].z, 0) &&
						normals[index].y < 0) {