### 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
uint32_t instance_buffer_index = 0;
		RID tex;
		RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
		RS::CanvasItemTextureRepeat repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
		GLES3::CanvasShaderData::BlendMode blend_mode = GLES3::CanvasShaderData::BLEND_MODE_MIX;
		Color blend_color = Color(1.0, 1.0, 1.0, 1.0);
		Item *clip = nullptr;
		RID material;
		GLES3::CanvasMaterialData *material_data = nullptr;
		CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
		const Item::Command *command = nullptr;
		Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; 
		uint32_t primitive_points = 0;
		bool lights_disabled = false;
	};
	
	
	
	struct DataBuffer {
		Vector<GLuint> instance_buffers;
		GLuint light_ubo = 0;
		GLuint state_ubo = 0;
		uint64_t last_frame_used = -3;
		GLsync fence = GLsync();
	};
	struct State {
		LocalVector<DataBuffer> canvas_instance_data_buffers;
		LocalVector<Batch> canvas_instance_batches;
		uint32_t current_data_buffer_index = 0;
		uint32_t current_instance_buffer_index = 0;