### 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)

set_uv2_scale(Vector3(1, 1, 1));
	set_uv2_triplanar_blend_sharpness(1);
	set_billboard_mode(BILLBOARD_DISABLED);
	set_particles_anim_h_frames(1);
	set_particles_anim_v_frames(1);
	set_particles_anim_loop(false);
	set_transparency(TRANSPARENCY_DISABLED);
	set_alpha_antialiasing(ALPHA_ANTIALIASING_OFF);
	
	
	set_alpha_scissor_threshold(0.5);
	set_alpha_hash_scale(1.0);
	set_alpha_antialiasing_edge(0.3);
	set_proximity_fade_distance(1);
	set_distance_fade_min_distance(0);
	set_distance_fade_max_distance(10);
	set_ao_light_affect(0.0);
	set_metallic_texture_channel(TEXTURE_CHANNEL_RED);
	set_roughness_texture_channel(TEXTURE_CHANNEL_RED);
	set_ao_texture_channel(TEXTURE_CHANNEL_RED);
	set_refraction_texture_channel(TEXTURE_CHANNEL_RED);
	set_grow(0.0);
	set_heightmap_deep_parallax_min_layers(8);
	set_heightmap_deep_parallax_max_layers(32);
	set_heightmap_deep_parallax_flip_tangent(false); 
	flags[FLAG_ALBEDO_TEXTURE_MSDF] = false;
	flags[FLAG_USE_TEXTURE_REPEAT] = true;
	_mark_initialized(callable_mp(this, &BaseMaterial3D::_queue_shader_change));
}
BaseMaterial3D::~BaseMaterial3D() {