### 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)

Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
	if (shader->data) {
		return shader->data->get_native_source_code();
	}
	return RS::ShaderNativeSourceCode();
}
void MaterialStorage::_material_queue_update(GLES3::Material *material, bool p_uniform, bool p_texture) {
	material->uniform_dirty = material->uniform_dirty || p_uniform;
	material->texture_dirty = material->texture_dirty || p_texture;
	if (material->update_element.in_list()) {
		return;
	}
	material_update_list.add(&material->update_element);
}
void MaterialStorage::_update_queued_materials() {
	while (material_update_list.first()) {
		Material *material = material_update_list.first()->self();
		if (material->data) {
			material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
		}
		material->texture_dirty = false;
		material->uniform_dirty = false;
		material_update_list.remove(&material->update_element);
	}
}
RID MaterialStorage::material_allocate() {