### 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
state.time = p_time;
}
RasterizerCanvasGLES3 *RasterizerCanvasGLES3::singleton = nullptr;
RasterizerCanvasGLES3 *RasterizerCanvasGLES3::get_singleton() {
	return singleton;
}
RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
	singleton = this;
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	GLES3::Config *config = GLES3::Config::get_singleton();
	glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
	polygon_buffers.last_id = 1;
	
	{
		glGenBuffers(1, &data.canvas_quad_vertices);
		glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
		const float qv[8] = {
			0, 0,
			0, 1,
			1, 1,
			1, 0
		};
		glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
		glBindBuffer(GL_ARRAY_BUFFER, 0);
		glGenVertexArrays(1, &data.canvas_quad_array);
		glBindVertexArray(data.canvas_quad_array);
		glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
		glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);