### Godot version

v4.1.dev4.official [5c2295ff5]

### System information

Godot v4.1.dev4 - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 30.0.14.9709) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)

### Issue description

The RGB sliders of color picker don't lose focus correctly, causing them to keep moving even after the mouse button is released.

Note: Does not reproduce with v4.0.3 nor v4.1.dev3

### Steps to reproduce

Open any color picker and click once on any of the RGB sliders. Release LMB and move the mouse over the slider. Notice it still responds to input.
If additional sliders are clicked, all of them keep moving when the mouse hovers over them, until the color picker is closed.

### Minimal reproduction project

N/A
p_child->data.parent_owned = data.in_constructor;
	add_child_notify(p_child);
	notification(NOTIFICATION_CHILD_ORDER_CHANGED);
	emit_signal(SNAME("child_order_changed"));
}
void Node::add_child(Node *p_child, bool p_force_readable_name, InternalMode p_internal) {
	ERR_FAIL_COND_MSG(data.inside_tree && !Thread::is_main_thread(), "Adding children to a node inside the SceneTree is only allowed from the main thread. Use call_deferred(\"add_child\",node).");
	ERR_THREAD_GUARD
	ERR_FAIL_NULL(p_child);
	ERR_FAIL_COND_MSG(p_child == this, vformat("Can't add child '%s' to itself.", p_child->get_name())); 
	ERR_FAIL_COND_MSG(p_child->data.parent, vformat("Can't add child '%s' to '%s', already has a parent '%s'.", p_child->get_name(), get_name(), p_child->data.parent->get_name())); 
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(p_child->is_ancestor_of(this), vformat("Can't add child '%s' to '%s' as it would result in a cyclic dependency since '%s' is already a parent of '%s'.", p_child->get_name(), get_name(), p_child->get_name(), get_name()));
#endif
	ERR_FAIL_COND_MSG(data.blocked > 0, "Parent node is busy setting up children, `add_child()` failed. Consider using `add_child.call_deferred(child)` instead.");
	_validate_child_name(p_child, p_force_readable_name);
	_add_child_nocheck(p_child, p_child->data.name, p_internal);
}
void Node::add_sibling(Node *p_sibling, bool p_force_readable_name) {
	ERR_FAIL_COND_MSG(data.inside_tree && !Thread::is_main_thread(), "Adding a sibling to a node inside the SceneTree is only allowed from the main thread. Use call_deferred(\"add_sibling\",node).");
	ERR_FAIL_NULL(p_sibling);
	ERR_FAIL_NULL(data.parent);
	ERR_FAIL_COND_MSG(p_sibling == this, vformat("Can't add sibling '%s' to itself.", p_sibling->get_name())); 
	ERR_FAIL_COND_MSG(data.blocked > 0, "Parent node is busy setting up children, `add_sibling()` failed. Consider using `add_sibling.call_deferred(sibling)` instead.");
	data.parent->add_child(p_sibling, p_force_readable_name, data.internal_mode);
	data.parent->_update_children_cache();
	data.parent->_move_child(p_sibling, get_index() + 1);
}
void Node::remove_child(Node *p_child) {