### 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)

data.max_lights_per_render = 256;
	}
	
	data.max_instances_per_buffer = uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size"));
	data.max_instance_buffer_size = data.max_instances_per_buffer * sizeof(InstanceData); 
	state.canvas_instance_data_buffers.resize(3);
	state.canvas_instance_batches.reserve(200);
	for (int i = 0; i < 3; i++) {
		GLuint new_buffers[3];
		glGenBuffers(3, new_buffers);
		
		glBindBuffer(GL_ARRAY_BUFFER, new_buffers[0]);
		glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
		
		glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
		glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
		
		glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
		glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
		DataBuffer db;
		db.instance_buffers.push_back(new_buffers[0]);
		db.light_ubo = new_buffers[1];
		db.state_ubo = new_buffers[2];
		db.last_frame_used = 0;
		db.fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
		state.canvas_instance_data_buffers[i] = db;
	}
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);
	state.instance_data_array = memnew_arr(InstanceData, data.max_instances_per_buffer);