### 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)

GLES3::Texture *texture = texture_storage->get_texture(ct->diffuse);
	Size2i size_cache;
	if (!texture) {
		ct->diffuse = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
		GLES3::Texture *tex = texture_storage->get_texture(ct->diffuse);
		size_cache = Size2i(tex->width, tex->height);
	} else {
		size_cache = Size2i(texture->width, texture->height);
	}
	GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
	if (ct->specular_color.a < 0.999) {
		state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
	} else {
		state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
	}
	if (normal_map) {
		state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
	} else {
		state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
	}
	state.instance_data_array[r_index].specular_shininess = uint32_t(CLAMP(ct->specular_color.a * 255.0, 0, 255)) << 24;
	state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.b * 255.0, 0, 255)) << 16;
	state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.g * 255.0, 0, 255)) << 8;
	state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.r * 255.0, 0, 255));
	r_texpixel_size.x = 1.0 / float(size_cache.x);
	r_texpixel_size.y = 1.0 / float(size_cache.y);
	state.instance_data_array[r_index].color_texture_pixel_size[0] = r_texpixel_size.x;
	state.instance_data_array[r_index].color_texture_pixel_size[1] = r_texpixel_size.y;
}
void RasterizerCanvasGLES3::reset_canvas() {