### Godot version

4.0 beta 10

### System information

Mac M1, MacOS Ventura 13.0.1

### Issue description

This has been happening with all the 4.0 betas, and it's only happening on the Mac. When I start Godot and am presented with the Project Manager, the UI text is always black. Even on the "about" box.

![Screenshot 2022-12-28 at 2 49 46 PM](https://user-images.githubusercontent.com/786744/209870865-222a47c6-c19d-4be5-bee5-6a3b5191d9c9.png)

If I open a project, the text color is shown correctly. Note that the "about" box text is also fixed.

![Screenshot 2022-12-28 at 2 50 24 PM](https://user-images.githubusercontent.com/786744/209871082-5a48c7d6-2396-42f1-b509-2077ec3be617.png)

If, at this point, I tell Godot to return to the Project Manager, the black text reappears.

### Steps to reproduce

It's just doing this from a cold start, so there aren't any steps.

### Minimal reproduction project

N/A
} else {
		state.transparent_render_target = false;
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
	}
	if (render_target && render_target->clear_requested) {
		const Color &col = render_target->clear_color;
		glClearColor(col.r, col.g, col.b, col.a);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
		render_target->clear_requested = false;
	}
	glActiveTexture(GL_TEXTURE0);
	GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
	glBindTexture(GL_TEXTURE_2D, tex->tex_id);
}
void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat) {
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::Config *config = GLES3::Config::get_singleton();
	if (p_texture == RID()) {
		p_texture = default_canvas_texture;
	}
	if (state.current_tex == p_texture && state.current_filter_mode == p_base_filter && state.current_repeat_mode == p_base_repeat) {
		return;
	}
	state.current_tex = p_texture;
	state.current_filter_mode = p_base_filter;
	state.current_repeat_mode = p_base_repeat;
	GLES3::CanvasTexture *ct = nullptr;
	GLES3::Texture *t = texture_storage->get_texture(p_texture);
	if (t) {
		ERR_FAIL_COND(!t->canvas_texture);