### 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 (has_depth) {
					for (int k = 0; k < gl_data.contours.size(); k++) {
						p_size += glyphs[j].repeat * gl_data.contours[k].size() * 4;
						i_size += glyphs[j].repeat * gl_data.contours[k].size() * 6;
					}
				}
				for (int r = 0; r < glyphs[j].repeat; r++) {
					min_p.x = MIN(gl_data.min_p.x + offset.x + gl_of.x, min_p.x);
					min_p.y = MIN(gl_data.min_p.y - offset.y + gl_of.y, min_p.y);
					max_p.x = MAX(gl_data.max_p.x + offset.x + gl_of.x, max_p.x);
					max_p.y = MAX(gl_data.max_p.y - offset.y + gl_of.y, max_p.y);
					offset.x += glyphs[j].advance * pixel_size;
				}
			} else {
				p_size += glyphs[j].repeat * 4;
				i_size += glyphs[j].repeat * 6;
				offset.x += glyphs[j].advance * pixel_size * glyphs[j].repeat;
			}
		}
		offset.y -= (TS->shaped_text_get_descent(lines_rid[i]) + line_spacing) * pixel_size;
	}
	vertices.resize(p_size);
	normals.resize(p_size);
	uvs.resize(p_size);
	tangents.resize(p_size * 4);
	indices.resize(i_size);
	Vector3 *vertices_ptr = vertices.ptrw();
	Vector3 *normals_ptr = normals.ptrw();
	float *tangents_ptr = tangents.ptrw();
	Vector2 *uvs_ptr = uvs.ptrw();