### 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)

l = l->next_ptr;
				continue;
			}
			CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
			if (!clight) { 
				l->render_index_cache = -1;
				l = l->next_ptr;
				ERR_CONTINUE(!clight);
			}
			Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
			state.light_uniforms[index].position[0] = -canvas_light_dir.x;
			state.light_uniforms[index].position[1] = -canvas_light_dir.y;
			_update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
			state.light_uniforms[index].height = l->height; 
			for (int i = 0; i < 4; i++) {
				state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
				state.light_uniforms[index].color[i] = l->color[i];
			}
			state.light_uniforms[index].color[3] *= l->energy; 
			if (state.shadow_fb != 0) {
				state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
				state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
				state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
			} else {
				state.light_uniforms[index].shadow_pixel_size = 1.0;
				state.light_uniforms[index].shadow_z_far_inv = 1.0;
				state.light_uniforms[index].shadow_y_ofs = 0;
			}
			state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
			state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;