### 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)

Vector<uint8_t> index_buffer;
		index_buffer.resize(p_indices.size() * sizeof(int32_t));
		{
			uint8_t *w = index_buffer.ptrw();
			memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
		}
		glGenBuffers(1, &pb.index_buffer);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pb.index_buffer);
		glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, index_buffer.ptr(), GL_STATIC_DRAW);
		pb.count = p_indices.size();
	}
	glBindVertexArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
	PolygonID id = polygon_buffers.last_id++;
	polygon_buffers.polygons[id] = pb;
	return id;
}
void RasterizerCanvasGLES3::free_polygon(PolygonID p_polygon) {
	PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
	ERR_FAIL_COND(!pb_ptr);
	PolygonBuffers &pb = *pb_ptr;
	if (pb.index_buffer != 0) {
		glDeleteBuffers(1, &pb.index_buffer);
	}
	glDeleteVertexArrays(1, &pb.vertex_array);
	glDeleteBuffers(1, &pb.vertex_buffer);
	polygon_buffers.polygons.erase(p_polygon);
}
void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {