You’re not overlooking anything, no amount of settings will change it.
From a purely artistic viewpoint I get what they are trying to achieve (or perhaps inadvertently) and that is that colour will look different depending on what type of material is being dyed. The shades, tints and hues often will be muddied. Add in to this that armour tends to be made of animal hides, bone and rough metals and those will be earthy hues.
I think at some point along the way, wires got crossed and the dyes might not even be working as intended, such as orange looking like yellow and vice versa. Or completely muddied so it’s all just brown. I am not sure what type of systems they’re using in the programming and it’s probably bugs.
If we’re thinking purely irl, warm and light tinted colours tend to get that muddied appearance in general unless your base material is a pure white. Also, if the medium you’re using has too much translucency (probably wrong word for textiles) it won’t elicit the desired vibrancy in hue.
Some of the vibrant outliers tend to be Full versions, green, blue, purple and yellow. They are probably way too vibrant but much more obvious in difference.
Now the question I always wondered is: should the game care about this type of immersion?
I am no expert on textile but I am a designer/artist that has studied colour theory. @Barnes would be able to explain more on textiles in general.
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