### 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
GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
	if (!normal_map) {
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
		GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_NORMAL));
		glBindTexture(GL_TEXTURE_2D, tex->tex_id);
	} else {
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
		glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
		normal_map->gl_set_filter(filter);
		normal_map->gl_set_repeat(repeat);
		if (normal_map->render_target) {
			normal_map->render_target->used_in_frame = true;
		}
	}
	GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular);
	if (!specular_map) {
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
		GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
		glBindTexture(GL_TEXTURE_2D, tex->tex_id);
	} else {
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
		glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
		specular_map->gl_set_filter(filter);
		specular_map->gl_set_repeat(repeat);
		if (specular_map->render_target) {
			specular_map->render_target->used_in_frame = true;
		}
	}
}
void RasterizerCanvasGLES3::_prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size) {