### Godot version

4.1.1.stable, 4.2.dev (2282fc5de)

### System information

Arch Linux - X11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3060 Ti (nvidia; 535.104.05) - 13th Gen Intel(R) Core(TM) i5-13400F (16 Threads)

### Issue description

When using Compatibility renderer, adjusting the Alpha component of clear color affects 2D editor content.

This does not happen when using Forward+ or Mobile renderer. Does not affect 3D editor and the running game.


https://github.com/godotengine/godot/assets/372476/e398522e-590a-4832-959f-ea8ba8e71c5d



### Steps to reproduce

1. Create a project using Compatibility renderer.
2. Adjust the clear color's alpha component in Project Settings.

### Minimal reproduction project

N/A
GLuint vertex_array_gl = 0;
				GLuint index_array_gl = 0;
				uint32_t input_mask = 0; 
				if (mesh_instance.is_valid()) {
					mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl);
				} else {
					mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array_gl);
				}
				index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0);
				bool use_index_buffer = false;
				glBindVertexArray(vertex_array_gl);
				glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
				uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
				_enable_attributes(range_start, false, instance_count);
				if (index_array_gl != 0) {
					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
					use_index_buffer = true;
				}
				if (use_instancing) {
					if (instance_buffer == 0) {
						break;
					}
					
					glBindBuffer(GL_ARRAY_BUFFER, instance_buffer);
					glEnableVertexAttribArray(1);
					glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
					glVertexAttribDivisor(1, 1);
					glEnableVertexAttribArray(2);
					glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
					glVertexAttribDivisor(2, 1);