**System Information**
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79
**Blender Version**
Broken: version: 2.91.0, branch: master (modified), commit date: 2020-11-25 11:06, hash: `rBb50598bc78c7`
Worked: probably never
**Short description of error**
Blender applies color management to AOV output, effectively destroying the data. When user uses non standard view transform, such as filmic, which is in fact default now, and then wants to output the AOVs at once using compositor, so they don't have to be manually saved from framebuffer one by one, the filmic color transform is applied to AOVs saved this way, and they end up being useless.
{F9512893}
While regular image save dialog has an option to prevent this, called "Save As Render"
{F9512895}
...the compositor File Output node does not have have this option, and defaults to wrong behavior out of the box, as it would likely be more often used for saving passes, rather than color corrected beauty passes.
Only workaround is to disable Blender-wide color management completely, making it in turn useless, because workflow of constantly turning it off and on whenever user wants to output AOVs is just not acceptable.
**Exact steps for others to reproduce the error**
1. Open attached .blend file: {F9512900}
2. Select the plane, and replace the color texture with any arbitrary texture, as I could not share the copyrighted one.
3. In compositing node, set the file output path to an existing destination
4. Press render
5. Compare rendered texture to original source texture
Result: Texture AOV has different color tones to the original texture due to applied color mapping
Expected: Color mapping is never ever applied to AOVs