### 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)

glBindVertexArray(oc->vertex_array);
			glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
			glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
			glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
		}
	}
	
	Vector<int> sdf_indices;
	if (p_points.size()) {
		if (p_closed) {
			sdf_indices = Geometry2D::triangulate_polygon(p_points);
			oc->sdf_is_lines = false;
		} else {
			int max = p_points.size();
			sdf_indices.resize(max * 2);
			int *iw = sdf_indices.ptrw();
			for (int i = 0; i < max; i++) {
				iw[i * 2 + 0] = i;
				iw[i * 2 + 1] = (i + 1) % max;
			}
			oc->sdf_is_lines = true;
		}
	}
	if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array != 0) {
		glDeleteVertexArrays(1, &oc->sdf_vertex_array);
		glDeleteBuffers(1, &oc->sdf_vertex_buffer);
		glDeleteBuffers(1, &oc->sdf_index_buffer);
		oc->sdf_vertex_array = 0;
		oc->sdf_vertex_buffer = 0;