### Godot version

4.0 beta 10

### System information

Mac M1, MacOS Ventura 13.0.1

### Issue description

This has been happening with all the 4.0 betas, and it's only happening on the Mac. When I start Godot and am presented with the Project Manager, the UI text is always black. Even on the "about" box.

![Screenshot 2022-12-28 at 2 49 46 PM](https://user-images.githubusercontent.com/786744/209870865-222a47c6-c19d-4be5-bee5-6a3b5191d9c9.png)

If I open a project, the text color is shown correctly. Note that the "about" box text is also fixed.

![Screenshot 2022-12-28 at 2 50 24 PM](https://user-images.githubusercontent.com/786744/209871082-5a48c7d6-2396-42f1-b509-2077ec3be617.png)

If, at this point, I tell Godot to return to the Project Manager, the black text reappears.

### Steps to reproduce

It's just doing this from a cold start, so there aren't any steps.

### Minimal reproduction project

N/A
glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer);
				uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
				_enable_attributes(range_start, false, instance_count);
				if (index_array_gl != 0) {
					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
					use_index_buffer = true;
				}
				if (instance_count > 1) {
					if (instance_buffer == 0) {
						break;
					}
					
					glBindBuffer(GL_ARRAY_BUFFER, instance_buffer);
					glEnableVertexAttribArray(1);
					glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
					glVertexAttribDivisor(1, 1);
					glEnableVertexAttribArray(2);
					glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
					glVertexAttribDivisor(2, 1);
					if (instance_uses_color || instance_uses_custom_data) {
						glEnableVertexAttribArray(5);
						glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(instance_color_offset * sizeof(float)));
						glVertexAttribDivisor(5, 1);
					}
				}
				GLenum primitive_gl = prim[int(primitive)];
				if (use_index_buffer) {
					glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0, instance_count);
				} else {
					glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), instance_count);