### 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
uint32_t current_batch_index = 0;
		uint32_t last_item_index = 0;
		InstanceData *instance_data_array = nullptr;
		LightUniform *light_uniforms = nullptr;
		GLuint shadow_texture = 0;
		GLuint shadow_depth_buffer = 0;
		GLuint shadow_fb = 0;
		int shadow_texture_size = 2048;
		bool using_directional_lights = false;
		RID current_tex;
		RS::CanvasItemTextureFilter current_filter_mode = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
		RS::CanvasItemTextureRepeat current_repeat_mode = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
		bool transparent_render_target = false;
		double time = 0.0;
		RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
		RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
	} state;
	Item *items[MAX_RENDER_ITEMS];
	RID default_canvas_texture;
	RID default_canvas_group_material;
	RID default_canvas_group_shader;
	RID default_clip_children_material;
	RID default_clip_children_shader;
	typedef void Texture;
	void canvas_begin(RID p_to_render_target, bool p_to_backbuffer);
	
	void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
	void reset_canvas();
	RID light_create() override;
	void light_set_texture(RID p_rid, RID p_texture) override;