### 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)

#endif
		GLuint texture_atlas = texture_storage->texture_atlas_get_texture();
		if (texture_atlas == 0) {
			GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
			texture_atlas = tex->tex_id;
		}
		glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
		glBindTexture(GL_TEXTURE_2D, texture_atlas);
		GLuint shadow_tex = state.shadow_texture;
		if (shadow_tex == 0) {
			GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
			shadow_tex = tex->tex_id;
		}
		glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 3);
		glBindTexture(GL_TEXTURE_2D, shadow_tex);
	}
	{
		
		StateBuffer state_buffer;
		Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
		
		
		
		float y_scale = texture_storage->render_target_get_override_color(p_to_render_target).is_valid() ? -2.0f : 2.0f;
		Transform3D screen_transform;
		screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
		screen_transform.scale(Vector3(2.0f / ssize.width, y_scale / ssize.height, 1.0f));
		_update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
		_update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
		Transform2D normal_transform = p_canvas_transform;