### 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)

case Item::Command::TYPE_MESH:
		case Item::Command::TYPE_MULTIMESH:
		case Item::Command::TYPE_PARTICLES: {
			GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
			GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
			RID mesh;
			RID mesh_instance;
			uint32_t instance_count = 1;
			GLuint instance_buffer = 0;
			uint32_t instance_stride = 0;
			uint32_t instance_color_offset = 0;
			bool instance_uses_color = false;
			bool instance_uses_custom_data = false;
			if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MESH) {
				const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(state.canvas_instance_batches[p_index].command);
				mesh = m->mesh;
				mesh_instance = m->mesh_instance;
			} else if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MULTIMESH) {
				const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(state.canvas_instance_batches[p_index].command);
				RID multimesh = mm->multimesh;
				mesh = mesh_storage->multimesh_get_mesh(multimesh);
				if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
					break;
				}
				instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
				if (instance_count == 0) {
					break;
				}
				instance_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
				instance_stride = mesh_storage->multimesh_get_stride(multimesh);