### Tested versions

- Reproducible: all godot 4 versions - Godot_v4.2-stable_win64 (last version I tested)
- Not reproducible: before godot 4 versions - I'm currently working on Godot_v3.5.3-stable_win64, and there is no issue

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon (TM) R5 M330 () - AMD A8-7410 APU with AMD Radeon R5 Graphics (4 Threads)

### Issue description

The bug appears as soon as I start godot, all the interface is not properly shown, when I move over any option on the interface with the mouse the interface start to blink and the options are not shown, and I've already tested other godot 4 versions and the problem persist, only on the godot 3 versions the problem is not happening.

### Steps to reproduce

There are not steps, the problem can be noticed on the interface where we create a new project or select an exiting one, any clickeable option triggers this problem.

### Minimal reproduction project (MRP)

https://youtu.be/VTGknO_ML-o

_Production edit: updated the system info_
BLOCK_DEVICE("ATI", "AMD Radeon(TM) R3 Graphics");
		BLOCK_DEVICE("ATI", "AMD Radeon HD 8400 / R3 Series");
		BLOCK_DEVICE("ATI", "AMD Radeon R5 M200 Series");
		BLOCK_DEVICE("ATI", "AMD Radeon R5 M230 Series");
		BLOCK_DEVICE("ATI", "AMD Radeon R5 M255");
		BLOCK_DEVICE("AMD", "AMD Radeon (TM) R5 M330");
#undef BLOCK_DEVICE
		GLOBAL_DEF_RST_NOVAL(PropertyInfo(Variant::ARRAY, "rendering/gl_compatibility/force_angle_on_devices", PROPERTY_HINT_ARRAY_TYPE, vformat("%s/%s:%s", Variant::DICTIONARY, PROPERTY_HINT_NONE, String())), device_blocklist);
	}
	
#ifdef VULKAN_ENABLED
	renderer_hints = "forward_plus,mobile";
	default_renderer_mobile = "mobile";
#endif
	
#ifdef GLES3_ENABLED
	if (!renderer_hints.is_empty()) {
		renderer_hints += ",";
	}
	renderer_hints += "gl_compatibility";
	if (default_renderer_mobile.is_empty()) {
		default_renderer_mobile = "gl_compatibility";
	}
	
	if (rendering_driver.is_empty() && rendering_method.is_empty() && project_manager) {
		rendering_driver = "opengl3";
		rendering_method = "gl_compatibility";
		default_renderer_mobile = "gl_compatibility";
	}
#endif