### 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)

oc->sdf_index_buffer = 0;
		oc->sdf_index_count = sdf_indices.size();
		oc->sdf_point_count = p_points.size();
	}
	if (sdf_indices.size()) {
		if (oc->sdf_vertex_array == 0) {
			oc->sdf_index_count = sdf_indices.size();
			oc->sdf_point_count = p_points.size();
			glGenVertexArrays(1, &oc->sdf_vertex_array);
			glBindVertexArray(oc->sdf_vertex_array);
			glGenBuffers(1, &oc->sdf_vertex_buffer);
			glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
			glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
			glEnableVertexAttribArray(RS::ARRAY_VERTEX);
			glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
			glGenBuffers(1, &oc->sdf_index_buffer);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
			glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
			glBindVertexArray(0);
		} else {
			glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
			glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
			glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
			glBindBuffer(GL_ARRAY_BUFFER, 0);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
		}
	}
}
void RasterizerCanvasGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {