### 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)

constant->values.push_back(v);
			constant->datatype = TYPE_BOOL;
			expr = constant;
		} else if (tk.type == TK_FALSE) {
			
			ConstantNode *constant = alloc_node<ConstantNode>();
			ConstantNode::Value v;
			v.boolean = false;
			constant->values.push_back(v);
			constant->datatype = TYPE_BOOL;
			expr = constant;
		} else if (tk.type == TK_TYPE_VOID) {
			
			_set_error(RTR("Void value not allowed in expression."));
			return nullptr;
		} else if (is_token_nonvoid_datatype(tk.type) || tk.type == TK_CURLY_BRACKET_OPEN) {
			if (tk.type == TK_CURLY_BRACKET_OPEN) {
				
				_set_tkpos(prepos);
				expr = _parse_array_constructor(p_block, p_function_info);
			} else {
				DataType datatype;
				DataPrecision precision = PRECISION_DEFAULT;
				if (is_token_precision(tk.type)) {
					precision = get_token_precision(tk.type);
					tk = _get_token();
				}
				datatype = get_token_datatype(tk.type);
				if (precision != PRECISION_DEFAULT && _validate_precision(datatype, precision) != OK) {
					return nullptr;