### 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)

state.light_uniforms = memnew_arr(LightUniform, data.max_lights_per_render);
	{
		const uint32_t indices[6] = { 0, 2, 1, 3, 2, 0 };
		glGenVertexArrays(1, &data.indexed_quad_array);
		glBindVertexArray(data.indexed_quad_array);
		glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
		glGenBuffers(1, &data.indexed_quad_buffer);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.indexed_quad_buffer);
		glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * 6, indices, GL_STATIC_DRAW);
		glBindVertexArray(0);
	}
	String global_defines;
	global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; 
	global_defines += "#define MAX_LIGHTS " + itos(data.max_lights_per_render) + "\n";
	GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines, 1);
	data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
	shadow_render.shader.initialize();
	shadow_render.shader_version = shadow_render.shader.version_create();
	{
		default_canvas_group_shader = material_storage->shader_allocate();
		material_storage->shader_initialize(default_canvas_group_shader);
		material_storage->shader_set_code(default_canvas_group_shader, R"(
// Default CanvasGroup shader.
shader_type canvas_item;
render_mode unshaded;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
	vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
	if (c.a > 0.0001) {
		c.rgb /= c.a;