### 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_name == "flags_transparent") {
		bool transparent = p_value;
		if (transparent) {
			set_transparency(TRANSPARENCY_ALPHA);
		}
		return true;
	} else if (p_name == "flags_unshaded") {
		bool unshaded = p_value;
		if (unshaded) {
			set_shading_mode(SHADING_MODE_UNSHADED);
		}
		return true;
	} else if (p_name == "flags_vertex_lighting") {
		bool vertex_lit = p_value;
		if (vertex_lit && get_shading_mode() != SHADING_MODE_UNSHADED) {
			set_shading_mode(SHADING_MODE_PER_VERTEX);
		}
		return true;
	} else if (p_name == "params_use_alpha_scissor") {
		bool use_scissor = p_value;
		if (use_scissor) {
			set_transparency(TRANSPARENCY_ALPHA_SCISSOR);
		}
		return true;
	} else if (p_name == "params_use_alpha_hash") {
		bool use_hash = p_value;
		if (use_hash) {
			set_transparency(TRANSPARENCY_ALPHA_HASH);
		}
		return true;