OGL: Unbind the active VAO before attributeless rendering

In practice, this (the bound VAO) was s_ShowEFBCopyRegions_VAO on startup, with enabled vertex arrays but no data in the buffer (yet.)  For attributeless rendering, we don't want any bound / enabled arrays.

This change fixes a crash with older NVIDIA drivers that presumably crash when you try to reference VBOs without data or beyond their valid data.

Nevertheless, this change should be correct.  AFAICT this is called only once per frame, so I don't expect any perf impact.  The VAO is already hard-reset afterward before more rendering happens.

-[Unknown]
There is no need to bind the buffer (and this will likely break our vertex manager). The bound buffer only matters on setting pointers. The pointer stored within each VAO is already associated with a buffer.