### 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
const Color *color_ptr = p_colors.ptr();
			for (uint32_t i = 0; i < vertex_count; i++) {
				fptr[base_offset + i * stride + 0] = color_ptr[i].r;
				fptr[base_offset + i * stride + 1] = color_ptr[i].g;
				fptr[base_offset + i * stride + 2] = color_ptr[i].b;
				fptr[base_offset + i * stride + 3] = color_ptr[i].a;
			}
			base_offset += 4;
		} else {
			glDisableVertexAttribArray(RS::ARRAY_COLOR);
			pb.color_disabled = true;
			pb.color = p_colors.size() == 1 ? p_colors[0] : Color(1.0, 1.0, 1.0, 1.0);
		}
		if ((uint32_t)p_uvs.size() == vertex_count) {
			glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
			glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
			const Vector2 *uv_ptr = p_uvs.ptr();
			for (uint32_t i = 0; i < vertex_count; i++) {
				fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
				fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
			}
			base_offset += 2;
		} else {
			glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
		}
		if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
			glEnableVertexAttribArray(RS::ARRAY_BONES);
			glVertexAttribPointer(RS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
			const int *bone_ptr = p_bones.ptr();
			for (uint32_t i = 0; i < vertex_count; i++) {