### Godot version

4.0rc1 gl_compatibility only.

### System information

Windows 10, Nvidia 527.56 RTX3090, gl_compatibility
OpenGL API 3.3.0 NVIDIA 527.56 - Compatibility

### Issue description

Assigning a `CanvasItemMatrial` with `blend_mode = BLEND_MODE_SUB` in opengl causes the entire editor to turn black and break, even if later unassigned.

In case it matters, I'm using Single Window Mode in the editor.

### Steps to reproduce

1. Open the attached Project. Make sure it is using **Compatibility** on the top right.
2. On the root "Level" node, click the `Use Standard` checkbox which runs the tool script (it actually sets a CanvasItemMaterial, not standard. the checkbox was badly named). The editor turns black.
3. Without moving the mouse, click again to toggle this material off and return to a ShaderMaterial. The editor is still black / broken.
4. Press Ctrl-S to save the scene so you aren't bombarded with an invisible save dialog.
5. Close the editor.

If you edit the script and try other blend_mode values, this issue does not happen.

### Minimal reproduction project

[black_screen_test.zip](https://github.com/godotengine/godot/files/10689627/black_screen_test.zip)

}
	COLOR *= c;
}
)");
		default_canvas_group_material = material_storage->material_allocate();
		material_storage->material_initialize(default_canvas_group_material);
		material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
	}
	{
		default_clip_children_shader = material_storage->shader_allocate();
		material_storage->shader_initialize(default_clip_children_shader);
		material_storage->shader_set_code(default_clip_children_shader, R"(
// Default clip children shader.
shader_type canvas_item;
render_mode unshaded;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
	vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
	COLOR.rgb = c.rgb;
}
)");
		default_clip_children_material = material_storage->material_allocate();
		material_storage->material_initialize(default_clip_children_material);
		material_storage->material_set_shader(default_clip_children_material, default_clip_children_shader);
	}
	default_canvas_texture = texture_storage->canvas_texture_allocate();
	texture_storage->canvas_texture_initialize(default_canvas_texture);
	state.time = 0.0;
}
RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {