### 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)

MaterialStorage *material_storage = MaterialStorage::get_singleton();
	if (global_shader_uniforms.buffer_dirty_region_count > 0) {
		uint32_t total_regions = global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
		if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) {
			
			glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);
			glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, global_shader_uniforms.buffer_values, GL_DYNAMIC_DRAW);
			glBindBuffer(GL_UNIFORM_BUFFER, 0);
			memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * total_regions);
		} else {
			uint32_t region_byte_size = sizeof(GlobalShaderUniforms::Value) * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
			glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);
			for (uint32_t i = 0; i < total_regions; i++) {
				if (global_shader_uniforms.buffer_dirty_regions[i]) {