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draw functions do apply the alpha, but in SDL's BLENDMODE_NONE fashion, which means it replaces target alpha. The display surface doesn't have an alpha channel so that gets ignored. If you draw to a SRCALPHA surface and blit that, it will blend properly (as is default behaviour for blitting).
I guess this might benefit from clarification in the docs (maybe an example), but it's not a bug.
Here is a relevant issue about adding a blendmode kwarg to draw functions: #2220
pygame.draw doesn't apply transparency, but the docs imply it should
reproducer
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