### 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)

}
void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer) {
	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	canvas_begin(p_to_render_target, p_to_backbuffer);
	if (p_item_count <= 0) {
		
		return;
	}
	uint32_t index = 0;
	Item *current_clip = nullptr;
	
	
	bool batch_broken = false;
	_new_batch(batch_broken);
	
	state.canvas_instance_batches[state.current_batch_index].start = state.last_item_index;
	index = 0;
	for (int i = 0; i < p_item_count; i++) {
		Item *ci = items[i];
		if (ci->final_clip_owner != state.canvas_instance_batches[state.current_batch_index].clip) {
			_new_batch(batch_broken);
			state.canvas_instance_batches[state.current_batch_index].clip = ci->final_clip_owner;
			current_clip = ci->final_clip_owner;
		}
		RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
		if (ci->canvas_group != nullptr) {
			if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
				if (!p_to_backbuffer) {
					material = default_clip_children_material;
				}