That’s not possible, as far as I know. One must unweld all vertices in order to color faces without them “bleeding” into each other (which is now a lot faster at least, but also your mesh is already unwelded). This was partly the issue explored in the topic @laurent_delrieu linked to above, maybe going through that can help clear up some misunderstandings. Also, before checking your mesh I quickly slapped this together from your old topic and this one, demonstrating methods discussed:
241031_MakeAncColorPyramidMeshes_00.gh (646.4 KB)