### 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
if (state.canvas_instance_batches.size() == 0) {
		state.canvas_instance_batches.push_back(Batch());
		return;
	}
	if (r_batch_broken || state.canvas_instance_batches[state.current_batch_index].instance_count == 0) {
		return;
	}
	r_batch_broken = true;
	
	Batch new_batch = state.canvas_instance_batches[state.current_batch_index];
	new_batch.instance_count = 0;
	new_batch.start = state.canvas_instance_batches[state.current_batch_index].start + state.canvas_instance_batches[state.current_batch_index].instance_count;
	new_batch.instance_buffer_index = state.current_instance_buffer_index;
	state.current_batch_index++;
	state.canvas_instance_batches.push_back(new_batch);
}
void RasterizerCanvasGLES3::_enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate) {
	uint32_t split = p_primitive ? 11 : 12;
	for (uint32_t i = 6; i < split; i++) {
		glEnableVertexAttribArray(i);
		glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float)));
		glVertexAttribDivisor(i, p_rate);
	}
	for (uint32_t i = split; i <= 13; i++) {
		glEnableVertexAttribArray(i);
		glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float)));
		glVertexAttribDivisor(i, p_rate);
	}
}
RID RasterizerCanvasGLES3::light_create() {