### 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)

} else {
					if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
						value = Variant(Color(p_value[0].real, p_value[1].real, p_value[2].real));
					} else {
						value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
					}
				}
				break;
			case ShaderLanguage::TYPE_VEC4:
				if (array_size > 0) {
					array_size *= 4;
					if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
						PackedColorArray array;
						for (int i = 0; i < array_size; i += 4) {
							array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real, p_value[i + 3].real));
						}
						value = Variant(array);
					} else {
						PackedFloat32Array array;
						for (int i = 0; i < array_size; i += 4) {
							array.push_back(p_value[i].real);
							array.push_back(p_value[i + 1].real);
							array.push_back(p_value[i + 2].real);
							array.push_back(p_value[i + 3].real);
						}
						value = Variant(array);
					}
				} else {
					if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
						value = Variant(Color(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));