### 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)

if (clight->shadow.enabled) {
				state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
			}
			if (clight->texture.is_valid()) {
				Rect2 atlas_rect = GLES3::TextureStorage::get_singleton()->texture_atlas_get_texture_rect(clight->texture);
				state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
				state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
				state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
				state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
			} else {
				state.light_uniforms[index].atlas_rect[0] = 0;
				state.light_uniforms[index].atlas_rect[1] = 0;
				state.light_uniforms[index].atlas_rect[2] = 0;
				state.light_uniforms[index].atlas_rect[3] = 0;
			}
			l->render_index_cache = index;
			index++;
			l = l->next_ptr;
		}
		light_count = index;
	}
	if (light_count > 0) {
		glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].light_ubo);
#ifdef WEB_ENABLED
		glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms);
#else
		
		void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
		memcpy(ubo, state.light_uniforms, sizeof(LightUniform) * light_count);
		glUnmapBuffer(GL_UNIFORM_BUFFER);