### Godot version

4.0.2.stable, 4.0.3.stable

### System information

Win10, i7-10870H, Intel UHD Graphics / GeForce RTX 3060 Laptop(31.0.15.3203)

### Issue description

In Compatibility mode Control nodes (tested Label, Button, LineEdit, RichTextLabel, probably others) with imported Font with LCD subpixel antialiasing enabled messes up non-standard font-color if there is Control with default font (or non LCD subpixel antialiased) present. It also somehow depends on node hierarchy and which nodes are currently visible.

https://github.com/godotengine/godot/assets/8860283/484f6479-7866-4f14-9071-06dccd539d80



### Steps to reproduce

1. import any font and enable LCD subpixel antialiasing for it;
2. Create at least 1 control with text with this font and at least 1 for default or non-LCDspa so that LCDspa font precedes non-LCDspa one in hierarchy;
3. Change default color for LCDspa font;
4. Move around so that you see only LCDspa node or both and observe unintended color change;
5. (optional) other LCDspa node positioned after non-LCDspa in hierarchy prevents color change when visible.

### Minimal reproduction project

[LCD_Subpixel_n_ColorRect_antialiasing_bug.zip](https://github.com/godotengine/godot/files/11556585/LCD_Subpixel_n_ColorRect_antialiasing_bug.zip)

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;
			WARN_PRINT("Could not create CanvasItem shadow atlas, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
		}
		glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
	}
}
void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLuint fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
	Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
	Transform2D to_sdf;
	to_sdf.columns[0] *= rect.size.width;
	to_sdf.columns[1] *= rect.size.height;
	to_sdf.columns[2] = rect.position;
	Transform2D to_clip;
	to_clip.columns[0] *= 2.0;
	to_clip.columns[1] *= 2.0;
	to_clip.columns[2] = -Vector2(1.0, 1.0);
	to_clip = to_clip * to_sdf.affine_inverse();
	glBindFramebuffer(GL_FRAMEBUFFER, fb);
	glViewport(0, 0, rect.size.width, rect.size.height);
	glDepthMask(GL_FALSE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_BLEND);
	glDisable(GL_CULL_FACE);