### 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
_EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),
			
			_EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
			_EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),
			_EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
			_EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),
			_EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
			_EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),
			
			_EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
			_EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
		};
#undef _EIDX
		glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
	}
	int uniform_max_size = config->max_uniform_buffer_size;
	if (uniform_max_size < 65536) {
		data.max_lights_per_render = 64;
	} else {
		data.max_lights_per_render = 256;
	}
	
	data.max_instances_per_buffer = uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size"));
	data.max_instance_buffer_size = data.max_instances_per_buffer * sizeof(InstanceData); 
	state.canvas_instance_data_buffers.resize(3);
	state.canvas_instance_batches.reserve(200);
	for (int i = 0; i < 3; i++) {
		GLuint new_buffers[3];
		glGenBuffers(3, new_buffers);