### 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
}
			add_recent_preset(color);
			changing_color = false;
			spinning = false;
		} else {
			changing_color = false;
			spinning = false;
		}
	}
	Ref<InputEventMouseMotion> mev = p_event;
	if (mev.is_valid()) {
		if (!changing_color) {
			return;
		}
		Vector2 center = c->get_size() / 2.0;
		if (actual_shape == SHAPE_VHS_CIRCLE || actual_shape == SHAPE_OKHSL_CIRCLE) {
			real_t dist = center.distance_to(mev->get_position());
			real_t rad = center.angle_to_point(mev->get_position());
			h = ((rad >= 0) ? rad : (Math_TAU + rad)) / Math_TAU;
			s = CLAMP(dist / center.x, 0, 1);
		} else {
			if (spinning) {
				real_t rad = center.angle_to_point(mev->get_position());
				h = ((rad >= 0) ? rad : (Math_TAU + rad)) / Math_TAU;
			} else {
				real_t corner_x = (c == wheel_uv) ? center.x - Math_SQRT12 * c->get_size().width * 0.42 : 0;
				real_t corner_y = (c == wheel_uv) ? center.y - Math_SQRT12 * c->get_size().height * 0.42 : 0;
				Size2 real_size(c->get_size().x - corner_x * 2, c->get_size().y - corner_y * 2);
				real_t x = CLAMP(mev->get_position().x - corner_x, 0, real_size.x);
				real_t y = CLAMP(mev->get_position().y - corner_y, 0, real_size.y);