### Godot version

4.0.2

### System information

Ubuntu 22.04.1 LTS

### Issue description

![image](https://github.com/godotengine/godot/assets/85438892/4bd89bb0-f4d9-4aa9-8846-0a728e97e1bc)

Notice how the hue is on the blue color, but the saturation is insists on remaining red.

If I change the saturation a little bit, the correct value will apply. But if I adjust the value or the alpha, the blue hue will be punched out and become red again.

### Steps to reproduce

Go to a ColorPicker in the editor (say, the modulate property of Node2D), open the color picker, and copy the above configuration in the HSV tab.

### Minimal reproduction project

N/A
picker_preview->add_theme_style_override("panel", picker_preview_style_box);
	}
	Rect2i screen_rect;
	if (picker_window->is_embedded()) {
		screen_rect = picker_window->get_embedder()->get_visible_rect();
		picker_window->set_position(Point2i());
		picker_texture_rect->set_texture(ImageTexture::create_from_image(picker_window->get_embedder()->get_texture()->get_image()));
	} else {
		screen_rect = picker_window->get_parent_rect();
		picker_window->set_position(screen_rect.position);
		Ref<Image> target_image = Image::create_empty(screen_rect.size.x, screen_rect.size.y, false, Image::FORMAT_RGB8);
		DisplayServer *ds = DisplayServer::get_singleton();
		
		Vector<DisplayServer::WindowID> wl = ds->get_window_list();
		
		for (int index = 0; index < wl.size(); index++) {
			DisplayServer::WindowID wid = wl[index];
			if (wid == DisplayServer::INVALID_WINDOW_ID) {
				continue;
			}
			ObjectID woid = DisplayServer::get_singleton()->window_get_attached_instance_id(wid);
			if (woid == ObjectID()) {
				continue;
			}
			Window *w = Object::cast_to<Window>(ObjectDB::get_instance(woid));
			Ref<Image> img = w->get_texture()->get_image();
			if (!img.is_valid() || img->is_empty()) {
				continue;
			}
			img->convert(Image::FORMAT_RGB8);