### 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(oc->vertex_array);
			glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
			glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
			glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
		}
	}
	
	Vector<int> sdf_indices;
	if (p_points.size()) {
		if (p_closed) {
			sdf_indices = Geometry2D::triangulate_polygon(p_points);
			oc->sdf_is_lines = false;
		} else {
			int max = p_points.size();
			sdf_indices.resize(max * 2);
			int *iw = sdf_indices.ptrw();
			for (int i = 0; i < max; i++) {
				iw[i * 2 + 0] = i;
				iw[i * 2 + 1] = (i + 1) % max;
			}
			oc->sdf_is_lines = true;
		}
	}
	if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array != 0) {
		glDeleteVertexArrays(1, &oc->sdf_vertex_array);
		glDeleteBuffers(1, &oc->sdf_vertex_buffer);
		glDeleteBuffers(1, &oc->sdf_index_buffer);
		oc->sdf_vertex_array = 0;
		oc->sdf_vertex_buffer = 0;