### 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)

state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
					}
					_add_to_batch(r_index, r_batch_broken);
				}
			} break;
			case Item::Command::TYPE_MESH:
			case Item::Command::TYPE_MULTIMESH:
			case Item::Command::TYPE_PARTICLES: {
				
				_new_batch(r_batch_broken);
				Color modulate(1, 1, 1, 1);
				state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;
				if (c->type == Item::Command::TYPE_MESH) {
					const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
					state.canvas_instance_batches[state.current_batch_index].tex = m->texture;
					_update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, state.instance_data_array[r_index].world);
					modulate = m->modulate;
				} else if (c->type == Item::Command::TYPE_MULTIMESH) {
					const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
					state.canvas_instance_batches[state.current_batch_index].tex = mm->texture;
					state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
					if (GLES3::MeshStorage::get_singleton()->multimesh_uses_colors(mm->multimesh)) {
						state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_COLORS;
					}
					if (GLES3::MeshStorage::get_singleton()->multimesh_uses_custom_data(mm->multimesh)) {
						state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
					}
				} else if (c->type == Item::Command::TYPE_PARTICLES) {
					GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
					GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();