### 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)

} else {
				if (material.is_null()) {
					if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
						material = default_clip_children_material;
					} else {
						material = default_canvas_group_material;
					}
				}
			}
		}
		GLES3::CanvasShaderData *shader_data_cache = nullptr;
		if (material != state.canvas_instance_batches[state.current_batch_index].material) {
			_new_batch(batch_broken);
			GLES3::CanvasMaterialData *material_data = nullptr;
			if (material.is_valid()) {
				material_data = static_cast<GLES3::CanvasMaterialData *>(material_storage->material_get_data(material, RS::SHADER_CANVAS_ITEM));
			}
			shader_data_cache = nullptr;
			if (material_data) {
				if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
					shader_data_cache = material_data->shader_data;
				}
			}
			state.canvas_instance_batches[state.current_batch_index].material = material;
			state.canvas_instance_batches[state.current_batch_index].material_data = material_data;
		}
		GLES3::CanvasShaderData::BlendMode blend_mode = shader_data_cache ? shader_data_cache->blend_mode : GLES3::CanvasShaderData::BLEND_MODE_MIX;
		_record_item_commands(ci, p_to_render_target, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken, r_sdf_used);
	}
	if (index == 0) {