### 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)

PolygonBuffers pb;
	glGenBuffers(1, &pb.vertex_buffer);
	glGenVertexArrays(1, &pb.vertex_array);
	glBindVertexArray(pb.vertex_array);
	pb.count = vertex_count;
	pb.index_buffer = 0;
	uint32_t buffer_size = stride * p_points.size();
	Vector<uint8_t> polygon_buffer;
	polygon_buffer.resize(buffer_size * sizeof(float));
	{
		glBindBuffer(GL_ARRAY_BUFFER, pb.vertex_buffer);
		uint8_t *r = polygon_buffer.ptrw();
		float *fptr = reinterpret_cast<float *>(r);
		uint32_t *uptr = (uint32_t *)r;
		uint32_t base_offset = 0;
		{
			
			glEnableVertexAttribArray(RS::ARRAY_VERTEX);
			glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), nullptr);
			const Vector2 *points_ptr = p_points.ptr();
			for (uint32_t i = 0; i < vertex_count; i++) {
				fptr[base_offset + i * stride + 0] = points_ptr[i].x;
				fptr[base_offset + i * stride + 1] = points_ptr[i].y;
			}
			base_offset += 2;
		}
		
		if ((uint32_t)p_colors.size() == vertex_count) {
			glEnableVertexAttribArray(RS::ARRAY_COLOR);
			glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));