### Godot version

v4.0.beta16.official [518b9e580]

### System information

Pop!_OS 22.04 (Ubuntu), Compatibility, HAWAII (, LLVM 14.0.0, DRM 2.50, 6.0.12-76060006-generic)

### Issue description

A 3D object with a material with `blend_mode` set to `subtract` and `transparency` set to `alpha` causes the entire editor to render completely black when the renderer is set to `compatibility`.

The editor remains completely black while the object with the material is selected. Selecting a different object fixes it, but moving the editor camera can sometimes cause the editor to return to black again.

- The `forward+` and `mobile` rendering modes work properly.
- The editor seems remains to remain fully functional apart from the rendering.
- This issue does not occur in the running game.
- I was also able to reproduce the error in 2D once, but when I tried it a second time it worked properly without the rendering error.

### Steps to reproduce

In the provided minimal project is a cube with a material added to its `material_override` property. Setting `blend_mode` to `alpha` in the material causes the entire editor to render black.

### Minimal reproduction project

[MinimalProject.zip](https://github.com/godotengine/godot/files/10552568/MinimalProject.zip)

GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
	Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
	
	reset_canvas();
	if (state.canvas_instance_data_buffers[state.current_data_buffer_index].fence != GLsync()) {
		GLint syncStatus;
		glGetSynciv(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
		if (syncStatus == GL_UNSIGNALED) {
			
			if (state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
#ifndef WEB_ENABLED
				
				glClientWaitSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, 0, 100000000); 
#endif
				state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number();
				glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence);
				state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();
			} else {
				
				
				_allocate_instance_data_buffer();
			}
		} else {
			
			state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number();
			glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence);
			state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();
		}