### 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)

int i, j, prevrow, thisrow, point;
	float x, y, z, u, v, radius, radius_h;
	
	float top_circumference = top_radius * Math_PI * 2.0;
	float bottom_circumference = bottom_radius * Math_PI * 2.0;
	float vertical_length = height + MAX(2.0 * top_radius, 2.0 * bottom_radius) + (2.0 * p_uv2_padding);
	float height_v = height / vertical_length;
	float padding_v = p_uv2_padding / vertical_length;
	float horizonal_length = MAX(MAX(2.0 * (top_radius + bottom_radius + p_uv2_padding), top_circumference + p_uv2_padding), bottom_circumference + p_uv2_padding);
	float center_h = 0.5 * (horizonal_length - p_uv2_padding) / horizonal_length;
	float top_h = top_circumference / horizonal_length;
	float bottom_h = bottom_circumference / horizonal_length;
	float padding_h = p_uv2_padding / horizonal_length;
	Vector<Vector3> points;
	Vector<Vector3> normals;
	Vector<float> tangents;
	Vector<Vector2> uvs;
	Vector<Vector2> uv2s;
	Vector<int> indices;
	point = 0;
#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
	tangents.push_back(m_x);            \
	tangents.push_back(m_y);            \
	tangents.push_back(m_z);            \
	tangents.push_back(m_d);
	thisrow = 0;