### 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)

state_buffer.time = state.time;
		state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
		state_buffer.directional_light_count = directional_light_count;
		Vector2 canvas_scale = p_canvas_transform.get_scale();
		state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
		state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
		state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
		state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
		Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
		Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
		state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
		state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
		state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
		state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
		state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
		glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].state_ubo);
		glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
		GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer();
		glBindBufferBase(GL_UNIFORM_BUFFER, GLOBAL_UNIFORM_LOCATION, global_buffer);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);
	}
	glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 5);
	glBindTexture(GL_TEXTURE_2D, texture_storage->render_target_get_sdf_texture(p_to_render_target));
	{
		state.default_filter = p_default_filter;
		state.default_repeat = p_default_repeat;
	}
	Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
	glViewport(0, 0, render_target_size.x, render_target_size.y);
	r_sdf_used = false;