### 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)

return outer_radius;
}
void TorusMesh::set_rings(const int p_rings) {
	ERR_FAIL_COND(p_rings < 3);
	rings = p_rings;
	_request_update();
}
int TorusMesh::get_rings() const {
	return rings;
}
void TorusMesh::set_ring_segments(const int p_ring_segments) {
	ERR_FAIL_COND(p_ring_segments < 3);
	ring_segments = p_ring_segments;
	_request_update();
}
int TorusMesh::get_ring_segments() const {
	return ring_segments;
}
TorusMesh::TorusMesh() {}
/**
  PointMesh
*/
void PointMesh::_create_mesh_array(Array &p_arr) const {
	Vector<Vector3> faces;
	faces.resize(1);
	faces.set(0, Vector3(0.0, 0.0, 0.0));
	p_arr[RS::ARRAY_VERTEX] = faces;
}
PointMesh::PointMesh() {