### Godot version

4.0 beta 10

### System information

Mac M1, MacOS Ventura 13.0.1

### Issue description

This has been happening with all the 4.0 betas, and it's only happening on the Mac. When I start Godot and am presented with the Project Manager, the UI text is always black. Even on the "about" box.

![Screenshot 2022-12-28 at 2 49 46 PM](https://user-images.githubusercontent.com/786744/209870865-222a47c6-c19d-4be5-bee5-6a3b5191d9c9.png)

If I open a project, the text color is shown correctly. Note that the "about" box text is also fixed.

![Screenshot 2022-12-28 at 2 50 24 PM](https://user-images.githubusercontent.com/786744/209871082-5a48c7d6-2396-42f1-b509-2077ec3be617.png)

If, at this point, I tell Godot to return to the Project Manager, the black text reappears.

### Steps to reproduce

It's just doing this from a cold start, so there aren't any steps.

### Minimal reproduction project

N/A
singleton = nullptr;
	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	material_storage->shaders.canvas_shader.version_free(data.canvas_shader_default_version);
	shadow_render.shader.version_free(shadow_render.shader_version);
	material_storage->material_free(default_canvas_group_material);
	material_storage->shader_free(default_canvas_group_shader);
	material_storage->material_free(default_clip_children_material);
	material_storage->shader_free(default_clip_children_shader);
	singleton = nullptr;
	glDeleteBuffers(1, &data.canvas_quad_vertices);
	glDeleteVertexArrays(1, &data.canvas_quad_array);
	glDeleteBuffers(1, &data.canvas_quad_vertices);
	glDeleteVertexArrays(1, &data.canvas_quad_array);
	GLES3::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
	memdelete_arr(state.instance_data_array);
	memdelete_arr(state.light_uniforms);
	if (state.shadow_fb != 0) {
		glDeleteFramebuffers(1, &state.shadow_fb);
		glDeleteTextures(1, &state.shadow_texture);
		glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
		state.shadow_fb = 0;
		state.shadow_texture = 0;
		state.shadow_depth_buffer = 0;
	}
}
#endif