### 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)

glBindVertexArray(pb->vertex_array);
			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
			uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
			_enable_attributes(range_start, false);
			if (pb->color_disabled && pb->color != Color(1.0, 1.0, 1.0, 1.0)) {
				glVertexAttrib4f(RS::ARRAY_COLOR, pb->color.r, pb->color.g, pb->color.b, pb->color.a);
			}
			if (pb->index_buffer != 0) {
				glDrawElementsInstanced(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, nullptr, 1);
			} else {
				glDrawArraysInstanced(prim[polygon->primitive], 0, pb->count, 1);
			}
			glBindVertexArray(0);
			if (pb->color_disabled && pb->color != Color(1.0, 1.0, 1.0, 1.0)) {
				
				glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
			}
		} break;
		case Item::Command::TYPE_PRIMITIVE: {
			glBindVertexArray(data.canvas_quad_array);
			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
			uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
			_enable_attributes(range_start, true);
			const GLenum primitive[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLES };
			int instance_count = state.canvas_instance_batches[p_index].instance_count;
			ERR_FAIL_COND(instance_count <= 0);
			if (instance_count >= 1) {
				glDrawArraysInstanced(primitive[state.canvas_instance_batches[p_index].primitive_points], 0, state.canvas_instance_batches[p_index].primitive_points, instance_count);
			}
		} break;