### 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
state.canvas_instance_batches[state.current_batch_index].instance_count++;
	r_index++;
	if (r_index >= data.max_instances_per_buffer) {
		
		
		glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index]);
#ifdef WEB_ENABLED
		glBufferSubData(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), sizeof(InstanceData) * r_index, state.instance_data_array);
#else
		
		void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), r_index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
		memcpy(buffer, state.instance_data_array, r_index * sizeof(InstanceData));
		glUnmapBuffer(GL_ARRAY_BUFFER);
#endif
		_allocate_instance_buffer();
		r_index = 0;
		state.last_item_index = 0;
		r_batch_broken = false; 
		_new_batch(r_batch_broken);
		state.canvas_instance_batches[state.current_batch_index].start = 0;
	}
}
void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken) {