### 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
RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter;
	if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) {
		_new_batch(r_batch_broken);
		state.canvas_instance_batches[state.current_batch_index].filter = texture_filter;
	}
	RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? state.default_repeat : p_item->texture_repeat;
	if (texture_repeat != state.canvas_instance_batches[state.current_batch_index].repeat) {
		_new_batch(r_batch_broken);
		state.canvas_instance_batches[state.current_batch_index].repeat = texture_repeat;
	}
	Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
	Transform2D draw_transform; 
	Color base_color = p_item->final_modulate;
	uint32_t base_flags = 0;
	Size2 texpixel_size;
	bool reclip = false;
	bool skipping = false;
	
	uint32_t lights[4] = { 0, 0, 0, 0 };
	uint16_t light_count = 0;
	{
		Light *light = p_lights;
		while (light) {
			if (light->render_index_cache >= 0 && p_item->light_mask & light->item_mask && p_item->z_final >= light->z_min && p_item->z_final <= light->z_max && p_item->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
				uint32_t light_index = light->render_index_cache;