### 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)

state.current_instance_buffer_index++;
	if (int(state.current_instance_buffer_index) < state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.size()) {
		
		return;
	}
	GLuint new_buffer;
	glGenBuffers(1, &new_buffer);
	glBindBuffer(GL_ARRAY_BUFFER, new_buffer);
	glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
	state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.push_back(new_buffer);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES3::set_time(double p_time) {
	state.time = p_time;
}
RasterizerCanvasGLES3 *RasterizerCanvasGLES3::singleton = nullptr;
RasterizerCanvasGLES3 *RasterizerCanvasGLES3::get_singleton() {
	return singleton;
}
RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
	singleton = this;
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	GLES3::Config *config = GLES3::Config::get_singleton();
	polygon_buffers.last_id = 1;
	
	{
		glGenBuffers(1, &data.canvas_quad_vertices);
		glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
		const float qv[8] = {