### 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)

state.instance_data_array[r_index].modulation[i] = 0.0;
			state.instance_data_array[r_index].ninepatch_margins[i] = 0.0;
			state.instance_data_array[r_index].src_rect[i] = 0.0;
			state.instance_data_array[r_index].dst_rect[i] = 0.0;
			state.instance_data_array[r_index].lights[i] = uint32_t(0);
		}
		state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
		state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
		state.instance_data_array[r_index].pad[0] = 0.0;
		state.instance_data_array[r_index].pad[1] = 0.0;
		state.instance_data_array[r_index].lights[0] = lights[0];
		state.instance_data_array[r_index].lights[1] = lights[1];
		state.instance_data_array[r_index].lights[2] = lights[2];
		state.instance_data_array[r_index].lights[3] = lights[3];
		state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); 
		Color blend_color = base_color;
		GLES3::CanvasShaderData::BlendMode blend_mode = p_blend_mode;
		if (c->type == Item::Command::TYPE_RECT) {
			const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
			if (rect->flags & CANVAS_RECT_LCD) {
				blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD;
				blend_color = rect->modulate * base_color;
			}
		}
		if (blend_mode != state.canvas_instance_batches[state.current_batch_index].blend_mode || blend_color != state.canvas_instance_batches[state.current_batch_index].blend_color) {
			_new_batch(r_batch_broken);
			state.canvas_instance_batches[state.current_batch_index].blend_mode = blend_mode;
			state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color;
		}
		switch (c->type) {