### 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)

backbuffer_gen_mipmaps = false;
			material_screen_texture_cached = true; 
			material_screen_texture_mipmaps_cached = backbuffer_gen_mipmaps;
		}
		if (backbuffer_gen_mipmaps) {
			texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, back_buffer_rect);
			backbuffer_gen_mipmaps = false;
			material_screen_texture_mipmaps_cached = true;
		}
		
		items[item_count++] = ci;
		if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
			if (update_skeletons) {
				mesh_storage->update_mesh_instances();
				update_skeletons = false;
			}
			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
			
			item_count = 0;
		}
		ci = ci->next;
	}
	if (time_used) {
		RenderingServerDefault::redraw_request();
	}
	state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
	
	reset_canvas();
	state.current_data_buffer_index = (state.current_data_buffer_index + 1) % state.canvas_instance_data_buffers.size();
	state.current_instance_buffer_index = 0;