Thank you for reporting the issue.
The problem is that the pass index in your project on FullScreenPassRenderPass was set to 1 instead of 0.
In 22.3.f12, we landed some fixes, including actually passing through the pass index and using it when drawing the triangle using cmd.DrawProcedural. Previously, this index was ignored.
With your shadergraph material, drawProcedural is pass 0, blit is pass 1.
This led to the incorrect result that you saw.
The solution is to set your pass index to 0 on the render feature.
You need to show the additional properties settings for this, see https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/renderer-features/renderer-feature-full-screen-pass.html