### 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
vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
				vwptr[i * 12 + 5] = POLY_HEIGHT;
				vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
				vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
				vwptr[i * 12 + 8] = -POLY_HEIGHT;
				vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
				vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
				vwptr[i * 12 + 11] = -POLY_HEIGHT;
				iwptr[i * 6 + 0] = i * 4 + 0;
				iwptr[i * 6 + 1] = i * 4 + 1;
				iwptr[i * 6 + 2] = i * 4 + 2;
				iwptr[i * 6 + 3] = i * 4 + 2;
				iwptr[i * 6 + 4] = i * 4 + 3;
				iwptr[i * 6 + 5] = i * 4 + 0;
			}
		}
		if (oc->vertex_array == 0) {
			oc->line_point_count = lc;
			glGenVertexArrays(1, &oc->vertex_array);
			glBindVertexArray(oc->vertex_array);
			glGenBuffers(1, &oc->vertex_buffer);
			glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
			glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
			glEnableVertexAttribArray(RS::ARRAY_VERTEX);
			glVertexAttribPointer(RS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
			glGenBuffers(1, &oc->index_buffer);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
			glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
			glBindVertexArray(0);
		} else {