### 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(pb->vertex_array);
			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
			uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
			_enable_attributes(range_start, false);
			if (pb->color_disabled && pb->color != Color(1.0, 1.0, 1.0, 1.0)) {
				glVertexAttrib4f(RS::ARRAY_COLOR, pb->color.r, pb->color.g, pb->color.b, pb->color.a);
			}
			if (pb->index_buffer != 0) {
				glDrawElementsInstanced(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, nullptr, 1);
			} else {
				glDrawArraysInstanced(prim[polygon->primitive], 0, pb->count, 1);
			}
			glBindVertexArray(0);
			if (pb->color_disabled && pb->color != Color(1.0, 1.0, 1.0, 1.0)) {
				
				glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
			}
		} break;
		case Item::Command::TYPE_PRIMITIVE: {
			glBindVertexArray(data.canvas_quad_array);
			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
			uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
			_enable_attributes(range_start, true);
			const GLenum primitive[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLES };
			int instance_count = state.canvas_instance_batches[p_index].instance_count;
			ERR_FAIL_COND(instance_count <= 0);
			if (instance_count >= 1) {
				glDrawArraysInstanced(primitive[state.canvas_instance_batches[p_index].primitive_points], 0, state.canvas_instance_batches[p_index].primitive_points, instance_count);
			}
		} break;