### 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)

ci->canvas_group_owner = nullptr; 
		}
		if (!backbuffer_cleared && canvas_group_owner == nullptr && ci->canvas_group != nullptr && !backbuffer_copy) {
			texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
			backbuffer_cleared = true;
		}
		if (ci == canvas_group_owner) {
			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, true);
			item_count = 0;
			if (ci->canvas_group->blur_mipmaps) {
				texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
			}
			canvas_group_owner = nullptr;
			
			backbuffer_cleared = false;
		}
		if (backbuffer_copy) {
			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;
			texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
			backbuffer_copy = false;