### 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
glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
			glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
			glBindBuffer(GL_ARRAY_BUFFER, 0);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
		}
	}
	
	Vector<int> sdf_indices;
	if (p_points.size()) {
		if (p_closed) {
			sdf_indices = Geometry2D::triangulate_polygon(p_points);
			oc->sdf_is_lines = false;
		} else {
			int max = p_points.size();
			sdf_indices.resize(max * 2);
			int *iw = sdf_indices.ptrw();
			for (int i = 0; i < max; i++) {
				iw[i * 2 + 0] = i;
				iw[i * 2 + 1] = (i + 1) % max;
			}
			oc->sdf_is_lines = true;
		}
	}
	if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array != 0) {
		glDeleteVertexArrays(1, &oc->sdf_vertex_array);
		GLES3::Utilities::get_singleton()->buffer_free_data(oc->sdf_vertex_buffer);
		GLES3::Utilities::get_singleton()->buffer_free_data(oc->sdf_index_buffer);
		oc->sdf_vertex_array = 0;
		oc->sdf_vertex_buffer = 0;