How to correctly separate vertex color data into the R channel on EEVEE? for some reason if I add (in the shader tree) the ATTRIBUTE>COL from the vertex color property and channel it to a separate RGB (only making the R channel plug into a ramp node and then to the shader to RGB) I´m not getting a monochromatic channel from the red channel on EEVEE. What I get instead is the red color in the viewport.

How can I correctly make the red vertex color output a mono channel in red?

Also, I´ve been trying the same approach using ambient occlusion and feeding it to a separate rgb node into other channel, but then I don´t get the expected results: If I get a greyscale value on vertex driven by the red vertex color channel I want to multiply it using Ambient occlusion.

It is possible on Modo, Max and Softimage. What am I missing to do on Blender?
Thanks.
This appears to have been a bug at a specific release of Blender - now unable to replicate the problem so it would appear that this has been long since fixed.