### 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)

lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
				light_count++;
				if (light_count == data.max_lights_per_item - 1) {
					break;
				}
			}
			light = light->next_ptr;
		}
		base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
	}
	bool lights_disabled = light_count == 0 && !state.using_directional_lights;
	if (lights_disabled != state.canvas_instance_batches[state.current_batch_index].lights_disabled) {
		_new_batch(r_batch_broken);
		state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled;
	}
	const Item::Command *c = p_item->commands;
	while (c) {
		if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
			c = c->next;
			continue;
		}
		if (c->type != Item::Command::TYPE_MESH) {
			
			_update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
		}
		
		for (int i = 0; i < 4; i++) {
			state.instance_data_array[r_index].modulation[i] = 0.0;
			state.instance_data_array[r_index].ninepatch_margins[i] = 0.0;
			state.instance_data_array[r_index].src_rect[i] = 0.0;