### 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
struct {
				float points[6]; 
				float uvs[6]; 
				uint32_t colors[6]; 
			};
		};
		uint32_t flags;
		uint32_t specular_shininess;
		uint32_t lights[4];
	};
	struct Data {
		GLuint canvas_quad_vertices;
		GLuint canvas_quad_array;
		GLuint indexed_quad_buffer;
		GLuint indexed_quad_array;
		GLuint particle_quad_vertices;
		GLuint particle_quad_array;
		GLuint ninepatch_vertices;
		GLuint ninepatch_elements;
		RID canvas_shader_default_version;
		uint32_t max_lights_per_render = 256;
		uint32_t max_lights_per_item = 16;
		uint32_t max_instances_per_buffer = 16384;
		uint32_t max_instance_buffer_size = 16384 * 128;
	} data;
	struct Batch {
		
		uint32_t start = 0;
		uint32_t instance_count = 0;