### 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)

p_mat4[0] = p_transform.columns[0][0];
	p_mat4[1] = p_transform.columns[0][1];
	p_mat4[2] = 0;
	p_mat4[3] = 0;
	p_mat4[4] = p_transform.columns[1][0];
	p_mat4[5] = p_transform.columns[1][1];
	p_mat4[6] = 0;
	p_mat4[7] = 0;
	p_mat4[8] = 0;
	p_mat4[9] = 0;
	p_mat4[10] = 1;
	p_mat4[11] = 0;
	p_mat4[12] = p_transform.columns[2][0];
	p_mat4[13] = p_transform.columns[2][1];
	p_mat4[14] = 0;
	p_mat4[15] = 1;
}
void RasterizerCanvasGLES3::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
	p_mat2x4[0] = p_transform.columns[0][0];
	p_mat2x4[1] = p_transform.columns[1][0];
	p_mat2x4[2] = 0;
	p_mat2x4[3] = p_transform.columns[2][0];
	p_mat2x4[4] = p_transform.columns[0][1];
	p_mat2x4[5] = p_transform.columns[1][1];
	p_mat2x4[6] = 0;
	p_mat2x4[7] = p_transform.columns[2][1];
}
void RasterizerCanvasGLES3::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {