### 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)

bv.x = (bvec & 1) ? 1.0 : 0.0;
			bv.y = (bvec & 2) ? 1.0 : 0.0;
			bv.z = (bvec & 4) ? 1.0 : 0.0;
			bv.w = (bvec & 8) ? 1.0 : 0.0;
		} break;
		case RS::GLOBAL_VAR_TYPE_INT: {
			GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
			int32_t v = p_value;
			bv.x = v;
			bv.y = 0;
			bv.z = 0;
			bv.w = 0;
		} break;
		case RS::GLOBAL_VAR_TYPE_IVEC2: {
			GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
			Vector2i v = p_value;
			bv.x = v.x;
			bv.y = v.y;
			bv.z = 0;
			bv.w = 0;
		} break;
		case RS::GLOBAL_VAR_TYPE_IVEC3: {
			GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
			Vector3i v = p_value;
			bv.x = v.x;
			bv.y = v.y;
			bv.z = v.z;
			bv.w = 0;
		} break;
		case RS::GLOBAL_VAR_TYPE_IVEC4: {