### 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)

GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
			GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
			RID mesh;
			RID mesh_instance;
			uint32_t instance_count = 1;
			GLuint instance_buffer = 0;
			uint32_t instance_stride = 0;
			uint32_t instance_color_offset = 0;
			bool instance_uses_color = false;
			bool instance_uses_custom_data = false;
			bool use_instancing = false;
			if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MESH) {
				const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(state.canvas_instance_batches[p_index].command);
				mesh = m->mesh;
				mesh_instance = m->mesh_instance;
			} else if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MULTIMESH) {
				const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(state.canvas_instance_batches[p_index].command);
				RID multimesh = mm->multimesh;
				mesh = mesh_storage->multimesh_get_mesh(multimesh);
				if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
					break;
				}
				instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
				if (instance_count == 0) {
					break;
				}
				instance_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
				instance_stride = mesh_storage->multimesh_get_stride(multimesh);
				instance_color_offset = mesh_storage->multimesh_get_color_offset(multimesh);
				instance_uses_color = mesh_storage->multimesh_uses_colors(multimesh);