### 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)

#endif
		GLuint texture_atlas = texture_storage->texture_atlas_get_texture();
		if (texture_atlas == 0) {
			GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
			texture_atlas = tex->tex_id;
		}
		glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
		glBindTexture(GL_TEXTURE_2D, texture_atlas);
		GLuint shadow_tex = state.shadow_texture;
		if (shadow_tex == 0) {
			GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
			shadow_tex = tex->tex_id;
		}
		glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 3);
		glBindTexture(GL_TEXTURE_2D, shadow_tex);
	}
	{
		
		StateBuffer state_buffer;
		Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
		
		
		
		float y_scale = texture_storage->render_target_get_override_color(p_to_render_target).is_valid() ? -2.0f : 2.0f;
		Transform3D screen_transform;
		screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
		screen_transform.scale(Vector3(2.0f / ssize.width, y_scale / ssize.height, 1.0f));
		_update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
		_update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
		Transform2D normal_transform = p_canvas_transform;