### 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
case Item::Command::TYPE_POLYGON: {
				const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
				
				_new_batch(r_batch_broken, r_index);
				state.canvas_instance_batches[state.current_batch_index].tex = polygon->texture;
				state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_POLYGON;
				state.canvas_instance_batches[state.current_batch_index].command = c;
				state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;
				_prepare_canvas_texture(polygon->texture, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
				state.instance_data_array[r_index].modulation[0] = base_color.r;
				state.instance_data_array[r_index].modulation[1] = base_color.g;
				state.instance_data_array[r_index].modulation[2] = base_color.b;
				state.instance_data_array[r_index].modulation[3] = base_color.a;
				for (int j = 0; j < 4; j++) {
					state.instance_data_array[r_index].src_rect[j] = 0;
					state.instance_data_array[r_index].dst_rect[j] = 0;
					state.instance_data_array[r_index].ninepatch_margins[j] = 0;
				}
				_add_to_batch(r_index, r_batch_broken);
			} break;
			case Item::Command::TYPE_PRIMITIVE: {
				const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
				if (primitive->point_count != state.canvas_instance_batches[state.current_batch_index].primitive_points || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_PRIMITIVE) {
					_new_batch(r_batch_broken, r_index);
					state.canvas_instance_batches[state.current_batch_index].tex = primitive->texture;
					state.canvas_instance_batches[state.current_batch_index].primitive_points = primitive->point_count;
					state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_PRIMITIVE;
					state.canvas_instance_batches[state.current_batch_index].command = c;
					state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_PRIMITIVE;
				}