### Godot version

4.1.1-stable

### System information

Windows 10

### Issue description

this will draw black rect

```gdscript

func _draw():
	draw_rect(Rect2i(Vector2i.ZERO, img.get_size()), Color(1, 1, 1, 1), false)

func _draw():
	draw_rect(Rect2i(Vector2i.ZERO, img.get_size()), Color.WHITE, false)

```

![image](https://github.com/godotengine/godot/assets/53877170/dda910f2-e767-47bf-b3f9-7d194fcc7085)

while this will draw white rect

```gdscript

func _draw():
	draw_rect(Rect2i(Vector2i.ZERO, img.get_size()), Color(0.99, 1, 1, 1), false)

```

while this is weird but making circle draws Color(0.99, 1, 1, 1) makes also the _draw_rect to get fixed!

![image](https://github.com/godotengine/godot/assets/53877170/e84862be-0652-49ee-a5f9-435a234bd354)
 

### Steps to reproduce

use Color.WHITE inside any _draw() function or Color(1, 1, 1, 1) and it will draw black color instead of white color

### Minimal reproduction project

N/A
BASE_UNIFORM_LOCATION = 0,
		GLOBAL_UNIFORM_LOCATION = 1,
		LIGHT_UNIFORM_LOCATION = 2,
		INSTANCE_UNIFORM_LOCATION = 3,
		MATERIAL_UNIFORM_LOCATION = 4,
	};
	struct StateBuffer {
		float canvas_transform[16];
		float screen_transform[16];
		float canvas_normal_transform[16];
		float canvas_modulate[4];
		float screen_pixel_size[2];
		float time;
		uint32_t use_pixel_snap;
		float sdf_to_tex[4];
		float sdf_to_screen[2];
		float screen_to_sdf[2];
		uint32_t directional_light_count;
		float tex_to_sdf;
		uint32_t pad1;
		uint32_t pad2;