### 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
p_mat4[0] = p_transform.basis.rows[0][0];
	p_mat4[1] = p_transform.basis.rows[1][0];
	p_mat4[2] = p_transform.basis.rows[2][0];
	p_mat4[3] = 0;
	p_mat4[4] = p_transform.basis.rows[0][1];
	p_mat4[5] = p_transform.basis.rows[1][1];
	p_mat4[6] = p_transform.basis.rows[2][1];
	p_mat4[7] = 0;
	p_mat4[8] = p_transform.basis.rows[0][2];
	p_mat4[9] = p_transform.basis.rows[1][2];
	p_mat4[10] = p_transform.basis.rows[2][2];
	p_mat4[11] = 0;
	p_mat4[12] = p_transform.origin.x;
	p_mat4[13] = p_transform.origin.y;
	p_mat4[14] = p_transform.origin.z;
	p_mat4[15] = 1;
}
void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
	Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
	
	reset_canvas();
	if (state.canvas_instance_data_buffers[state.current_data_buffer_index].fence != GLsync()) {
		GLint syncStatus;
		glGetSynciv(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, GL_SYNC_STATUS, 1, nullptr, &syncStatus);
		if (syncStatus == GL_UNSIGNALED) {