### 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::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
	Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
	
	reset_canvas();
	if (state.canvas_instance_data_buffers[state.current_data_buffer_index].fence != GLsync()) {
		GLint syncStatus;
		glGetSynciv(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
		if (syncStatus == GL_UNSIGNALED) {
			
			if (state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
#ifndef WEB_ENABLED
				
				glClientWaitSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, 0, 100000000); 
#endif
				state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number();
				glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence);
				state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();
			} else {
				
				
				_allocate_instance_data_buffer();
			}
		} else {
			
			state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number();
			glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence);
			state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();
		}