Is there a way to get linear HSV sliders in colorpicker? I noticed that the RGB  sliders under color pickers are in linear mode, while HSV are in sRGB.
Is there a way to chose to have all in linear or in sRGB ? Just to get cohesion. Do you think it's possible with an addon ?
I am asking this because if I want an albedo with a value of 0.3 for example, and a hue of 0.85 and saturation of 0.2, I have to set RGB value at 0.3 to get the good value in HSV picker, and in this one I enter Hue and Saturation. That's a bit broken to me.
Normally when converting to HSV, the value is the max of red, green or blue channel. So a color in RGB (0.5 ; 0.3 ; 0.1) should be in HSV( 0.3 ; 0.8 ; 0.5) and not (0.101 ; 0.525 ; 0.735).

Edit : I just found that it can be partially solved in the ColorManagement tab by switching display device from "sRGB" to "none", with the drawback to get a raw look in the 3D rendered view...

Edit 2 : I found a simple way to correct the raw look back to sRGB by using a gamma 2.2.



I guess it's close enough for some preview. But I lose the render view presets...
Short answer: No. Not via the GUI widget that is. RGB should be linearized.

Longer answer: If more imagers around Blender begin to understand what an EOTF is, perhaps. The ideal solution is that all UI elements allow an imager to pick the transfer function as required by their current context. Editing normals within a given range? Use a particular linear transform. Manipulating a particular log? Use it. Etc.

Why is the widget nonlinear? Because it has to be corrected for your display output. That is, if the widget were not under a transform, and your reference were different from 709 lights, you would not see the right colour in the wheel.

There is an exhaustive thread located here for anyone interested in the nuances of this.

Until Blender chooses to permit an imager to select the colour transform required on a UI element, this is an impossible situation to solve for all imaging contexts.

Also, as stated many other places, not using a display transform and forcing a power curve is far from ideal and should be avoided at all costs. A better path is to have your voice heard and have Blender fix the broken colour pipe UI paradigm.