### 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.instance_data_array[r_index].dst_rect[i] = 0.0;
			state.instance_data_array[r_index].lights[i] = uint32_t(0);
		}
		state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
		state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
		state.instance_data_array[r_index].pad[0] = 0.0;
		state.instance_data_array[r_index].pad[1] = 0.0;
		state.instance_data_array[r_index].lights[0] = lights[0];
		state.instance_data_array[r_index].lights[1] = lights[1];
		state.instance_data_array[r_index].lights[2] = lights[2];
		state.instance_data_array[r_index].lights[3] = lights[3];
		state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); 
		Color blend_color = base_color;
		GLES3::CanvasShaderData::BlendMode blend_mode = p_blend_mode;
		if (c->type == Item::Command::TYPE_RECT) {
			const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
			if (rect->flags & CANVAS_RECT_LCD) {
				blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD;
				blend_color = rect->modulate * base_color;
			}
		}
		if (blend_mode != state.canvas_instance_batches[state.current_batch_index].blend_mode || blend_color != state.canvas_instance_batches[state.current_batch_index].blend_color) {
			_new_batch(r_batch_broken);
			state.canvas_instance_batches[state.current_batch_index].blend_mode = blend_mode;
			state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color;
		}
		switch (c->type) {
			case Item::Command::TYPE_RECT: {
				const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
				if (rect->flags & CANVAS_RECT_TILE && state.canvas_instance_batches[state.current_batch_index].repeat != RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED) {