### 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
}
			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_buffer].buffer);
			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;
		case Item::Command::TYPE_MESH:
		case Item::Command::TYPE_MULTIMESH:
		case Item::Command::TYPE_PARTICLES: {
			GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
			GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
			RID mesh;
			RID mesh_instance;
			uint32_t instance_count = 1;
			GLuint instance_buffer = 0;
			uint32_t instance_stride = 0;
			uint32_t instance_color_offset = 0;