### 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
const Color *color_ptr = p_colors.ptr();
			for (uint32_t i = 0; i < vertex_count; i++) {
				fptr[base_offset + i * stride + 0] = color_ptr[i].r;
				fptr[base_offset + i * stride + 1] = color_ptr[i].g;
				fptr[base_offset + i * stride + 2] = color_ptr[i].b;
				fptr[base_offset + i * stride + 3] = color_ptr[i].a;
			}
			base_offset += 4;
		} else {
			glDisableVertexAttribArray(RS::ARRAY_COLOR);
			pb.color_disabled = true;
			pb.color = p_colors.size() == 1 ? p_colors[0] : Color(1.0, 1.0, 1.0, 1.0);
		}
		if ((uint32_t)p_uvs.size() == vertex_count) {
			glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
			glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
			const Vector2 *uv_ptr = p_uvs.ptr();
			for (uint32_t i = 0; i < vertex_count; i++) {
				fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
				fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
			}
			base_offset += 2;
		} else {
			glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
		}
		if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
			glEnableVertexAttribArray(RS::ARRAY_BONES);
			glVertexAttribPointer(RS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
			const int *bone_ptr = p_bones.ptr();
			for (uint32_t i = 0; i < vertex_count; i++) {