### 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 (rect->flags & CANVAS_RECT_FLIP_V) {
						src_rect.size.y *= -1;
						state.instance_data_array[r_index].flags |= FLAGS_FLIP_V;
					}
					if (rect->flags & CANVAS_RECT_TRANSPOSE) {
						state.instance_data_array[r_index].flags |= FLAGS_TRANSPOSE_RECT;
					}
					if (rect->flags & CANVAS_RECT_CLIP_UV) {
						state.instance_data_array[r_index].flags |= FLAGS_CLIP_RECT_UV;
					}
				} else {
					dst_rect = Rect2(rect->rect.position, rect->rect.size);
					if (dst_rect.size.width < 0) {
						dst_rect.position.x += dst_rect.size.width;
						dst_rect.size.width *= -1;
					}
					if (dst_rect.size.height < 0) {
						dst_rect.position.y += dst_rect.size.height;
						dst_rect.size.height *= -1;
					}
					src_rect = Rect2(0, 0, 1, 1);
				}
				if (rect->flags & CANVAS_RECT_MSDF) {
					state.instance_data_array[r_index].flags |= FLAGS_USE_MSDF;
					state.instance_data_array[r_index].msdf[0] = rect->px_range; 
					state.instance_data_array[r_index].msdf[1] = rect->outline; 
					state.instance_data_array[r_index].msdf[2] = 0.f; 
					state.instance_data_array[r_index].msdf[3] = 0.f; 
				} else if (rect->flags & CANVAS_RECT_LCD) {