### 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
}
void RasterizerCanvasGLES3::canvas_begin(RID p_to_render_target, bool p_to_backbuffer) {
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::Config *config = GLES3::Config::get_singleton();
	GLES3::RenderTarget *render_target = texture_storage->get_render_target(p_to_render_target);
	if (p_to_backbuffer) {
		glBindFramebuffer(GL_FRAMEBUFFER, render_target->backbuffer_fbo);
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4);
		GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
		glBindTexture(GL_TEXTURE_2D, tex->tex_id);
	} else {
		glBindFramebuffer(GL_FRAMEBUFFER, render_target->fbo);
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4);
		glBindTexture(GL_TEXTURE_2D, render_target->backbuffer);
	}
	if (render_target->is_transparent || p_to_backbuffer) {
		state.transparent_render_target = true;
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);