### 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
}
		state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
		state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
		state.instance_data_array[r_index].pad[0] = 0.0;
		state.instance_data_array[r_index].pad[1] = 0.0;
		state.instance_data_array[r_index].lights[0] = lights[0];
		state.instance_data_array[r_index].lights[1] = lights[1];
		state.instance_data_array[r_index].lights[2] = lights[2];
		state.instance_data_array[r_index].lights[3] = lights[3];
		state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); 
		Color blend_color;
		if (c->type == Item::Command::TYPE_RECT) {
			const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
			if (rect->flags & CANVAS_RECT_LCD) {
				p_blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD;
				blend_color = rect->modulate * base_color;
			}
		}
		if (p_blend_mode != state.canvas_instance_batches[state.current_batch_index].blend_mode || blend_color != state.canvas_instance_batches[state.current_batch_index].blend_color) {
			_new_batch(r_batch_broken, r_index);
			state.canvas_instance_batches[state.current_batch_index].blend_mode = p_blend_mode;
			state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color;
		}
		switch (c->type) {
			case Item::Command::TYPE_RECT: {
				const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
				if (rect->flags & CANVAS_RECT_TILE && state.canvas_instance_batches[state.current_batch_index].repeat != RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED) {
					_new_batch(r_batch_broken, r_index);
					state.canvas_instance_batches[state.current_batch_index].repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
				}