### 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
if (clight->shadow.enabled) {
				state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
			}
			if (clight->texture.is_valid()) {
				Rect2 atlas_rect = GLES3::TextureStorage::get_singleton()->texture_atlas_get_texture_rect(clight->texture);
				state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
				state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
				state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
				state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
			} else {
				state.light_uniforms[index].atlas_rect[0] = 0;
				state.light_uniforms[index].atlas_rect[1] = 0;
				state.light_uniforms[index].atlas_rect[2] = 0;
				state.light_uniforms[index].atlas_rect[3] = 0;
			}
			l->render_index_cache = index;
			index++;
			l = l->next_ptr;
		}
		light_count = index;
	}
	if (light_count > 0) {
		glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].light_ubo);
#ifdef WEB_ENABLED
		glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms);
#else
		
		void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
		memcpy(ubo, state.light_uniforms, sizeof(LightUniform) * light_count);
		glUnmapBuffer(GL_UNIFORM_BUFFER);