### 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)

}
void RasterizerCanvasGLES3::canvas_begin(RID p_to_render_target, bool p_to_backbuffer) {
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::Config *config = GLES3::Config::get_singleton();
	GLES3::RenderTarget *render_target = texture_storage->get_render_target(p_to_render_target);
	if (p_to_backbuffer) {
		glBindFramebuffer(GL_FRAMEBUFFER, render_target->backbuffer_fbo);
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4);
		GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
		glBindTexture(GL_TEXTURE_2D, tex->tex_id);
	} else {
		glBindFramebuffer(GL_FRAMEBUFFER, render_target->fbo);
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4);
		glBindTexture(GL_TEXTURE_2D, render_target->backbuffer);
	}
	if (render_target->is_transparent || p_to_backbuffer) {
		state.transparent_render_target = true;
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);