Apparently you need some visual aids to understand why what you’re saying is dumb. I’m going to use Blender because the Compositor has a node that normalizes the value range of an input texture.
Here’s an albedo texture from Megascans:
Here’s the HSV Saturation channel of that texture:
Here’s the NORMALIZED Saturation channel:
Weird. That looks EXACTLY THE SAME. Must be because there’s at least one pixel with a Saturation of 1, and one pixel with a saturation of 0. Which you’d probably get in every texture or image that has ever existed.
Let’s multiply the saturation by, say, 100, before normalizing it.
Whoa, crazy, it’s still EXACTLY THE SAME.
Let’s see what happens when we recompose the HSV with this multiplied Saturation.
Whaddayaknow, it’s EXACTLY THE SAME AS THE ORIGINAL IMAGE.
Let’s do something crazy and clamp the multiplied Saturation before we normalize it.
WHOA, The colours have actually become more saturated! We get some yellows and reddish browns that we didn’t have before. The only pixels that haven’t changed are the ones where the Saturation of the original image was 0. But that’s fine, because when Saturation is 0, Hue ALSO changes to 0, so we’re left with Value.
Now let’s drop the normalize
Yup, the same as it was with the normalize.
Just for funsies, let’s turn off the clamp.
That looks kind of broken, actually. Those yellows and reddish browns that we got have now turned dark red. Maybe having Saturation greater than 1 is bad, actually. Good thing we can clamp and prevent that from happening.
And one more just for fun thing, let’s multiply the Saturation by 0
Oh no, that dastardly math has struck and fully desaturated the image! Almost like someone would absolutely expect to happen!