### 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)

glDeleteFramebuffers(1, &state.shadow_fb);
			glDeleteTextures(1, &state.shadow_texture);
			glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
			state.shadow_fb = 0;
			state.shadow_texture = 0;
			state.shadow_depth_buffer = 0;
			WARN_PRINT("Could not create CanvasItem shadow atlas, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
		}
		glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
	}
}
void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLuint fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
	Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
	Transform2D to_sdf;
	to_sdf.columns[0] *= rect.size.width;
	to_sdf.columns[1] *= rect.size.height;
	to_sdf.columns[2] = rect.position;
	Transform2D to_clip;
	to_clip.columns[0] *= 2.0;
	to_clip.columns[1] *= 2.0;
	to_clip.columns[2] = -Vector2(1.0, 1.0);
	to_clip = to_clip * to_sdf.affine_inverse();
	glBindFramebuffer(GL_FRAMEBUFFER, fb);
	glViewport(0, 0, rect.size.width, rect.size.height);
	glDepthMask(GL_FALSE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_BLEND);
	glDisable(GL_CULL_FACE);