### 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)

oc->sdf_index_buffer = 0;
		oc->sdf_index_count = sdf_indices.size();
		oc->sdf_point_count = p_points.size();
	}
	if (sdf_indices.size()) {
		if (oc->sdf_vertex_array == 0) {
			oc->sdf_index_count = sdf_indices.size();
			oc->sdf_point_count = p_points.size();
			glGenVertexArrays(1, &oc->sdf_vertex_array);
			glBindVertexArray(oc->sdf_vertex_array);
			glGenBuffers(1, &oc->sdf_vertex_buffer);
			glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
			glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
			glEnableVertexAttribArray(RS::ARRAY_VERTEX);
			glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
			glGenBuffers(1, &oc->sdf_index_buffer);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
			glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
			glBindVertexArray(0);
		} else {
			glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
			glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
			glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
			glBindBuffer(GL_ARRAY_BUFFER, 0);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
		}
	}
}
void RasterizerCanvasGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {