### 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
} break;
			case Item::Command::TYPE_MESH:
			case Item::Command::TYPE_MULTIMESH:
			case Item::Command::TYPE_PARTICLES: {
				
				_new_batch(r_batch_broken, r_index);
				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;
				} else if (c->type == Item::Command::TYPE_PARTICLES) {
					GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
					GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
					const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
					RID particles = pt->particles;
					state.canvas_instance_batches[state.current_batch_index].tex = pt->texture;
					state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
					if (particles_storage->particles_has_collision(particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
						
						Transform2D xform = p_item->final_transform;
						GLuint sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target);
						Rect2 to_screen;
						{