### Godot version

4.0 beta 10

### System information

Mac M1, MacOS Ventura 13.0.1

### Issue description

This has been happening with all the 4.0 betas, and it's only happening on the Mac. When I start Godot and am presented with the Project Manager, the UI text is always black. Even on the "about" box.

![Screenshot 2022-12-28 at 2 49 46 PM](https://user-images.githubusercontent.com/786744/209870865-222a47c6-c19d-4be5-bee5-6a3b5191d9c9.png)

If I open a project, the text color is shown correctly. Note that the "about" box text is also fixed.

![Screenshot 2022-12-28 at 2 50 24 PM](https://user-images.githubusercontent.com/786744/209871082-5a48c7d6-2396-42f1-b509-2077ec3be617.png)

If, at this point, I tell Godot to return to the Project Manager, the black text reappears.

### Steps to reproduce

It's just doing this from a cold start, so there aren't any steps.

### Minimal reproduction project

N/A
glDeleteFramebuffers(1, &state.shadow_fb);
			glDeleteTextures(1, &state.shadow_texture);
			glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
			state.shadow_fb = 0;
			state.shadow_texture = 0;
			state.shadow_depth_buffer = 0;
			WARN_PRINT("Could not create CanvasItem shadow atlas, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
		}
		glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
	}
}
void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLuint fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
	Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
	Transform2D to_sdf;
	to_sdf.columns[0] *= rect.size.width;
	to_sdf.columns[1] *= rect.size.height;
	to_sdf.columns[2] = rect.position;
	Transform2D to_clip;
	to_clip.columns[0] *= 2.0;
	to_clip.columns[1] *= 2.0;
	to_clip.columns[2] = -Vector2(1.0, 1.0);
	to_clip = to_clip * to_sdf.affine_inverse();
	glBindFramebuffer(GL_FRAMEBUFFER, fb);
	glViewport(0, 0, rect.size.width, rect.size.height);
	glDepthMask(GL_FALSE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_BLEND);
	glDisable(GL_CULL_FACE);