I always sigh when it comes to Blender’s colorspace technicalities. A few years ago they changed how colorspace was interpreted (at which point I submitted a bug to the devs about the 0.5 example Spikey mentioned) then filmic was made default… and I’ve never fully understood it since. Color gurus like Troy S make my mind explode with the nuanced specifics of digital color representation.
The result for me is not getting too stuck on achieving a specific color based on hex values. I’ll plug in the value we’re discussing but adjust it to taste if it seems off. Lighting, material, color space, monitor calibration..it all affects color.
Similar to what I tell my wife when she holds a paint color swatch up to the wall: Until we see the room fully painted we can never truly know if it’s what we want or if the swatch is an accurate representation. Lighting deeply affects how our eyes perceive color and a swatch (or hex value) can’t represent it fully.