### 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
}
	if (!get_scene_file_path().is_empty()) { //an instance
		node->set_scene_file_path(get_scene_file_path());
		node->data.editable_instance = data.editable_instance;
	}
	StringName script_property_name = CoreStringNames::get_singleton()->_script;
	List<const Node *> hidden_roots;
	List<const Node *> node_tree;
	node_tree.push_front(this);
	if (instantiated) {
		// Since nodes in the instantiated hierarchy won't be duplicated explicitly, we need to make an inventory
		// of all the nodes in the tree of the instantiated scene in order to transfer the values of the properties
		Vector<const Node *> instance_roots;
		instance_roots.push_back(this);
		for (List<const Node *>::Element *N = node_tree.front(); N; N = N->next()) {
			for (int i = 0; i < N->get()->get_child_count(); ++i) {
				Node *descendant = N->get()->get_child(i);
				// Skip nodes not really belonging to the instantiated hierarchy; they'll be processed normally later
				// but remember non-instantiated nodes that are hidden below instantiated ones
				if (!instance_roots.has(descendant->get_owner())) {
					if (descendant->get_parent() && descendant->get_parent() != this && descendant->data.owner != descendant->get_parent()) {
						hidden_roots.push_back(descendant);
					}
					continue;
				}
				node_tree.push_back(descendant);
				if (!descendant->get_scene_file_path().is_empty() && instance_roots.has(descendant->get_owner())) {
					instance_roots.push_back(descendant);
				}
			}