### 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
GLuint new_buffers[3];
	glGenBuffers(3, new_buffers);
	
	glBindBuffer(GL_ARRAY_BUFFER, new_buffers[0]);
	GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, new_buffers[0], data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW, "2D Batch UBO[" + itos(state.current_data_buffer_index) + "][0]");
	
	glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
	GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, new_buffers[1], sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW, "2D Lights UBO[" + itos(state.current_data_buffer_index) + "]");
	
	glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
	GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, new_buffers[2], sizeof(StateBuffer), nullptr, GL_STREAM_DRAW, "2D State UBO[" + itos(state.current_data_buffer_index) + "]");
	state.current_data_buffer_index = (state.current_data_buffer_index + 1);
	DataBuffer db;
	db.instance_buffers.push_back(new_buffers[0]);
	db.light_ubo = new_buffers[1];
	db.state_ubo = new_buffers[2];
	db.last_frame_used = RSG::rasterizer->get_frame_number();
	state.canvas_instance_data_buffers.insert(state.current_data_buffer_index, db);
	state.current_data_buffer_index = state.current_data_buffer_index % state.canvas_instance_data_buffers.size();
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void RasterizerCanvasGLES3::_allocate_instance_buffer() {