### 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)

data.max_lights_per_render = 256;
	}
	
	data.max_instances_per_buffer = uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size"));
	data.max_instance_buffer_size = data.max_instances_per_buffer * sizeof(InstanceData); 
	state.canvas_instance_data_buffers.resize(3);
	state.canvas_instance_batches.reserve(200);
	for (int i = 0; i < 3; i++) {
		GLuint new_buffers[3];
		glGenBuffers(3, new_buffers);
		
		glBindBuffer(GL_ARRAY_BUFFER, new_buffers[0]);
		glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
		
		glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
		glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
		
		glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
		glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
		DataBuffer db;
		db.instance_buffers.push_back(new_buffers[0]);
		db.light_ubo = new_buffers[1];
		db.state_ubo = new_buffers[2];
		db.last_frame_used = 0;
		db.fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
		state.canvas_instance_data_buffers[i] = db;
	}
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);
	state.instance_data_array = memnew_arr(InstanceData, data.max_instances_per_buffer);