### 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)

data.max_lights_per_render = 256;
	}
	
	data.max_instances_per_buffer = uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size"));
	data.max_instance_buffer_size = data.max_instances_per_buffer * sizeof(InstanceData); 
	state.canvas_instance_data_buffers.resize(3);
	state.canvas_instance_batches.reserve(200);
	for (int i = 0; i < 3; i++) {
		GLuint new_buffers[3];
		glGenBuffers(3, new_buffers);
		
		glBindBuffer(GL_ARRAY_BUFFER, new_buffers[0]);
		glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
		
		glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
		glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
		
		glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
		glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
		DataBuffer db;
		db.instance_buffers.push_back(new_buffers[0]);
		db.light_ubo = new_buffers[1];
		db.state_ubo = new_buffers[2];
		db.last_frame_used = 0;
		db.fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
		state.canvas_instance_data_buffers[i] = db;
	}
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);
	state.instance_data_array = memnew_arr(InstanceData, data.max_instances_per_buffer);