### 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)

} else {
		state.transparent_render_target = false;
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
	}
	if (render_target && render_target->clear_requested) {
		const Color &col = render_target->clear_color;
		glClearColor(col.r, col.g, col.b, col.a);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
		render_target->clear_requested = false;
	}
	glActiveTexture(GL_TEXTURE0);
	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);
}
void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat) {
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::Config *config = GLES3::Config::get_singleton();
	if (p_texture == RID()) {
		p_texture = default_canvas_texture;
	}
	if (state.current_tex == p_texture && state.current_filter_mode == p_base_filter && state.current_repeat_mode == p_base_repeat) {
		return;
	}
	state.current_tex = p_texture;
	state.current_filter_mode = p_base_filter;
	state.current_repeat_mode = p_base_repeat;
	GLES3::CanvasTexture *ct = nullptr;
	GLES3::Texture *t = texture_storage->get_texture(p_texture);
	if (t) {
		ERR_FAIL_COND(!t->canvas_texture);