### 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.current_batch_index = 0;
		state.canvas_instance_batches.clear();
		return;
	}
	
	glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index]);
#ifdef WEB_ENABLED
	glBufferSubData(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array);
#else
	
	void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
	memcpy(buffer, state.instance_data_array, index * sizeof(InstanceData));
	glUnmapBuffer(GL_ARRAY_BUFFER);
#endif
	glDisable(GL_SCISSOR_TEST);
	current_clip = nullptr;
	GLES3::CanvasShaderData::BlendMode last_blend_mode = GLES3::CanvasShaderData::BLEND_MODE_MIX;
	state.current_tex = RID();
	for (uint32_t i = 0; i <= state.current_batch_index; i++) {
		
		if (current_clip != state.canvas_instance_batches[i].clip) {
			current_clip = state.canvas_instance_batches[i].clip;
			if (current_clip) {
				glEnable(GL_SCISSOR_TEST);
				glScissor(current_clip->final_clip_rect.position.x, current_clip->final_clip_rect.position.y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
			} else {
				glDisable(GL_SCISSOR_TEST);
			}
		}