### Godot version

4.0rc1 gl_compatibility only.

### System information

Windows 10, Nvidia 527.56 RTX3090, gl_compatibility
OpenGL API 3.3.0 NVIDIA 527.56 - Compatibility

### Issue description

Assigning a `CanvasItemMatrial` with `blend_mode = BLEND_MODE_SUB` in opengl causes the entire editor to turn black and break, even if later unassigned.

In case it matters, I'm using Single Window Mode in the editor.

### Steps to reproduce

1. Open the attached Project. Make sure it is using **Compatibility** on the top right.
2. On the root "Level" node, click the `Use Standard` checkbox which runs the tool script (it actually sets a CanvasItemMaterial, not standard. the checkbox was badly named). The editor turns black.
3. Without moving the mouse, click again to toggle this material off and return to a ShaderMaterial. The editor is still black / broken.
4. Press Ctrl-S to save the scene so you aren't bombarded with an invisible save dialog.
5. Close the editor.

If you edit the script and try other blend_mode values, this issue does not happen.

### Minimal reproduction project

[black_screen_test.zip](https://github.com/godotengine/godot/files/10689627/black_screen_test.zip)

singleton = nullptr;
	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	material_storage->shaders.canvas_shader.version_free(data.canvas_shader_default_version);
	shadow_render.shader.version_free(shadow_render.shader_version);
	material_storage->material_free(default_canvas_group_material);
	material_storage->shader_free(default_canvas_group_shader);
	material_storage->material_free(default_clip_children_material);
	material_storage->shader_free(default_clip_children_shader);
	singleton = nullptr;
	glDeleteBuffers(1, &data.canvas_quad_vertices);
	glDeleteVertexArrays(1, &data.canvas_quad_array);
	glDeleteBuffers(1, &data.canvas_quad_vertices);
	glDeleteVertexArrays(1, &data.canvas_quad_array);
	GLES3::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
	memdelete_arr(state.instance_data_array);
	memdelete_arr(state.light_uniforms);
	if (state.shadow_fb != 0) {
		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;
	}
}
#endif