### 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
GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
	if (!normal_map) {
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
		GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_NORMAL));
		glBindTexture(GL_TEXTURE_2D, tex->tex_id);
	} else {
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
		glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
		normal_map->gl_set_filter(filter);
		normal_map->gl_set_repeat(repeat);
		if (normal_map->render_target) {
			normal_map->render_target->used_in_frame = true;
		}
	}
	GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular);
	if (!specular_map) {
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
		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 {
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
		glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
		specular_map->gl_set_filter(filter);
		specular_map->gl_set_repeat(repeat);
		if (specular_map->render_target) {
			specular_map->render_target->used_in_frame = true;
		}
	}
}
void RasterizerCanvasGLES3::_prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size) {