### 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)

heightmap_scale = p_heightmap_scale;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_scale, p_heightmap_scale);
}
float BaseMaterial3D::get_heightmap_scale() const {
	return heightmap_scale;
}
void BaseMaterial3D::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
	subsurface_scattering_strength = p_subsurface_scattering_strength;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
}
float BaseMaterial3D::get_subsurface_scattering_strength() const {
	return subsurface_scattering_strength;
}
void BaseMaterial3D::set_transmittance_color(const Color &p_color) {
	transmittance_color = p_color;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_color, p_color);
}
Color BaseMaterial3D::get_transmittance_color() const {
	return transmittance_color;
}
void BaseMaterial3D::set_transmittance_depth(float p_depth) {
	transmittance_depth = p_depth;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_depth, p_depth);
}
float BaseMaterial3D::get_transmittance_depth() const {
	return transmittance_depth;
}
void BaseMaterial3D::set_transmittance_boost(float p_boost) {