### 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)

OccluderPolygon occluder;
	return occluder_polygon_owner.make_rid(occluder);
}
void RasterizerCanvasGLES3::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
	OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
	ERR_FAIL_COND(!oc);
	Vector<Vector2> lines;
	if (p_points.size()) {
		int lc = p_points.size() * 2;
		lines.resize(lc - (p_closed ? 0 : 2));
		{
			Vector2 *w = lines.ptrw();
			const Vector2 *r = p_points.ptr();
			int max = lc / 2;
			if (!p_closed) {
				max--;
			}
			for (int i = 0; i < max; i++) {
				Vector2 a = r[i];
				Vector2 b = r[(i + 1) % (lc / 2)];
				w[i * 2 + 0] = a;