### Godot version

v4.0.beta16.official [518b9e580]

### System information

Pop!_OS 22.04 (Ubuntu), Compatibility, HAWAII (, LLVM 14.0.0, DRM 2.50, 6.0.12-76060006-generic)

### Issue description

A 3D object with a material with `blend_mode` set to `subtract` and `transparency` set to `alpha` causes the entire editor to render completely black when the renderer is set to `compatibility`.

The editor remains completely black while the object with the material is selected. Selecting a different object fixes it, but moving the editor camera can sometimes cause the editor to return to black again.

- The `forward+` and `mobile` rendering modes work properly.
- The editor seems remains to remain fully functional apart from the rendering.
- This issue does not occur in the running game.
- I was also able to reproduce the error in 2D once, but when I tried it a second time it worked properly without the rendering error.

### Steps to reproduce

In the provided minimal project is a cube with a material added to its `material_override` property. Setting `blend_mode` to `alpha` in the material causes the entire editor to render black.

### Minimal reproduction project

[MinimalProject.zip](https://github.com/godotengine/godot/files/10552568/MinimalProject.zip)

GLES3::CanvasMaterialData *material_data = state.canvas_instance_batches[i].material_data;
		CanvasShaderGLES3::ShaderVariant variant = state.canvas_instance_batches[i].shader_variant;
		uint64_t specialization = 0;
		specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled);
		specialization |= uint64_t(!GLES3::Config::get_singleton()->float_texture_supported) << 1;
		RID shader_version = data.canvas_shader_default_version;
		if (material_data) {
			if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
				
				material_data->bind_uniforms();
				shader_version = material_data->shader_data->version;
			}
		}
		bool success = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(shader_version, variant, specialization);
		if (!success) {
			continue;
		}
		GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode;
		if (last_blend_mode != blend_mode) {
			if (last_blend_mode == GLES3::CanvasShaderData::BLEND_MODE_DISABLED) {
				
				glEnable(GL_BLEND);
			} else if (blend_mode == GLES3::CanvasShaderData::BLEND_MODE_DISABLED) {
				
				glDisable(GL_BLEND);
			}
			switch (blend_mode) {
				case GLES3::CanvasShaderData::BLEND_MODE_DISABLED: {
					
				} break;