You are confusing here something with the combination of Light Passes in the Compositor (see: Blender Manual: Passes). This setup in the compositor works, because there you have all light and color which the image contains in separate passes and add them together to get the final composite.
But the outputs of the Light Path node are nothing like that. They do not give the amount of light and/or color coming from diffuse and glossy parts etc. in all areas of the image. They are just taking the material itself and its reflections into account. The first outputs with the word "Is" in front are primarily Boolean outputs. They are giving information if a certain ray hits the camera coming from the kind of surface/shading in question. So on the object with the material itself the value is always 0 or 1. And when the "Is Camera Ray" output is 1 because the camera has unobstructed view on the object, the other "Is" outputs are 0 for this object.
So the other ray outputs can only be > 0 on the surrounding elements. They give information on the indirect paths where the light from the material hits the camera. Here is an overview on all ray outputs (as mix factor for a blue emission material) and what they result in when added together, "Shadow", "Singular" and "Transmission" having absolutely no part in the example image:
As mentioned earlier, the "Is Camera Ray" only shows where the camera has a direct view on the material itself. "Is Diffuse Ray" is showing where light from the material bounces off of a diffuse surface into the camera, "Is Glossy Ray" is where the emissive material is directly mirrored, "Is Reflection Ray" is the specular diffused reflection on the surface.
Now if you compare the bottom right image where everything is added together with an image where I used the Emission shader directly, not using the combination of light rays, there is a difference, something's missing in the added rays on the left:
Most striking it is on the corners of the cube. Between the light from the cube's faces bouncing off the floor there is not much light. The reason for this can be found in the Light Passes in the Compositor: the DiffDir output (Diffuse Direct) shows light bouncing off all around the cube. This is where the material of the floor gets lit up by the blue emission and the brightened diffuse surface light directly shines into the camera. But this is not covered by any of the rays above: