### 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)

if (p_property.name.begins_with("backlight")) {
			p_property.usage = PROPERTY_USAGE_NONE;
		}
		if (p_property.name.begins_with("transmittance")) {
			p_property.usage = PROPERTY_USAGE_NONE;
		}
	}
}
void BaseMaterial3D::set_point_size(float p_point_size) {
	point_size = p_point_size;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size);
}
float BaseMaterial3D::get_point_size() const {
	return point_size;
}
void BaseMaterial3D::set_uv1_scale(const Vector3 &p_scale) {
	uv1_scale = p_scale;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale);
}
Vector3 BaseMaterial3D::get_uv1_scale() const {
	return uv1_scale;
}
void BaseMaterial3D::set_uv1_offset(const Vector3 &p_offset) {
	uv1_offset = p_offset;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset);
}
Vector3 BaseMaterial3D::get_uv1_offset() const {
	return uv1_offset;
}
void BaseMaterial3D::set_uv1_triplanar_blend_sharpness(float p_sharpness) {