### Godot version

v4.1.dev.custom_build.a7276f1ce

### System information

Win10, AMD 2600, GeForce GTX 1060, Vulkan API 1.3.205

### Issue description

I can't get correct color data from an array of source_color type.
The color data is saved as **Color** in the file:
`shader_parameter/palette = [Color (1, 0, 0, 1), Color (0, 1, 0, 1), Color (0, 0, 1, 1)]`
Shouldn't it be saved as PackedColorArray?


### Steps to reproduce

1.Declare an array of source_color type.
2.Set colors.

### Minimal reproduction project

[shadertest.zip](https://github.com/godotengine/godot/files/11246504/shadertest.zip)

GLES3::Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND(!material);
	if (material->next_pass == p_next_material) {
		return;
	}
	material->next_pass = p_next_material;
	if (material->data) {
		material->data->set_next_pass(p_next_material);
	}
	material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
}
void MaterialStorage::material_set_render_priority(RID p_material, int priority) {
	ERR_FAIL_COND(priority < RS::MATERIAL_RENDER_PRIORITY_MIN);
	ERR_FAIL_COND(priority > RS::MATERIAL_RENDER_PRIORITY_MAX);
	GLES3::Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND(!material);
	material->priority = priority;
	if (material->data) {
		material->data->set_render_priority(priority);
	}
	material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
}
bool MaterialStorage::material_is_animated(RID p_material) {