### 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)

RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter;
	if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) {
		_new_batch(r_batch_broken);
		state.canvas_instance_batches[state.current_batch_index].filter = texture_filter;
	}
	RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? state.default_repeat : p_item->texture_repeat;
	if (texture_repeat != state.canvas_instance_batches[state.current_batch_index].repeat) {
		_new_batch(r_batch_broken);
		state.canvas_instance_batches[state.current_batch_index].repeat = texture_repeat;
	}
	Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
	Transform2D draw_transform; 
	Color base_color = p_item->final_modulate;
	uint32_t base_flags = 0;
	Size2 texpixel_size;
	bool reclip = false;
	bool skipping = false;
	
	uint32_t lights[4] = { 0, 0, 0, 0 };
	uint16_t light_count = 0;
	{
		Light *light = p_lights;