### 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)

GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND(!shader);
	shader->code = p_code;
	String mode_string = ShaderLanguage::get_shader_type(p_code);
	RS::ShaderMode new_mode;
	if (mode_string == "canvas_item") {
		new_mode = RS::SHADER_CANVAS_ITEM;
	} else if (mode_string == "particles") {
		new_mode = RS::SHADER_PARTICLES;
	} else if (mode_string == "spatial") {
		new_mode = RS::SHADER_SPATIAL;
	} else if (mode_string == "sky") {
		new_mode = RS::SHADER_SKY;
		
		
	} else {
		new_mode = RS::SHADER_MAX;
		ERR_PRINT("shader type " + mode_string + " not supported in OpenGL renderer");
	}
	if (new_mode != shader->mode) {
		if (shader->data) {
			memdelete(shader->data);
			shader->data = nullptr;
		}
		for (Material *E : shader->owners) {
			Material *material = E;