### Godot version

4.0rc1 gl_compatibility only.

### System information

Windows 10, Nvidia 527.56 RTX3090, gl_compatibility
OpenGL API 3.3.0 NVIDIA 527.56 - Compatibility

### Issue description

Assigning a `CanvasItemMatrial` with `blend_mode = BLEND_MODE_SUB` in opengl causes the entire editor to turn black and break, even if later unassigned.

In case it matters, I'm using Single Window Mode in the editor.

### Steps to reproduce

1. Open the attached Project. Make sure it is using **Compatibility** on the top right.
2. On the root "Level" node, click the `Use Standard` checkbox which runs the tool script (it actually sets a CanvasItemMaterial, not standard. the checkbox was badly named). The editor turns black.
3. Without moving the mouse, click again to toggle this material off and return to a ShaderMaterial. The editor is still black / broken.
4. Press Ctrl-S to save the scene so you aren't bombarded with an invisible save dialog.
5. Close the editor.

If you edit the script and try other blend_mode values, this issue does not happen.

### Minimal reproduction project

[black_screen_test.zip](https://github.com/godotengine/godot/files/10689627/black_screen_test.zip)

state.instance_data_array[r_index].ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
				_add_to_batch(r_index, r_batch_broken);
				
				state.instance_data_array[r_index].color_texture_pixel_size[0] = texpixel_size.x;
				state.instance_data_array[r_index].color_texture_pixel_size[1] = texpixel_size.y;
			} break;
			case Item::Command::TYPE_POLYGON: {
				const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
				
				_new_batch(r_batch_broken);
				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);