hello everyone,
First of all, thank you for all the answers, yesterday I was playing with what you mentioned @Jesusemora, @xyz , taking everything to 3d and working there under 2d, in XY ordinates, and taking z as depth.
And if it works to take it there, and I'm trying the issue of cutting each segment of the sprite now, with a little luck I'll get it out. 🙂
There are many to implement such as collisions and agents under the 3D environment, but working with 2D in XY ordinates, I know it sounds complicated, but I find it fun and interesting, since it is creating the entire engine focused on what I need.
In summary for some other poor unfortunate soul of the future, the simplest solution with Godot 4 currently, if you want to work with multimesh under a 2D environment and want to handle depth, take it to 3D and work there in an environment adapted to your need in XY ordinates .
Thank you all for the answers.