### 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)

for (Ref<Material> pass_child = p_pass; pass_child != nullptr; pass_child = pass_child->get_next_pass()) {
		ERR_FAIL_COND_MSG(pass_child == this, "Can't set as next_pass one of its parents to prevent crashes due to recursive loop.");
	}
	if (next_pass == p_pass) {
		return;
	}
	next_pass = p_pass;
	RID next_pass_rid;
	if (next_pass.is_valid()) {
		next_pass_rid = next_pass->get_rid();
	}
	RS::get_singleton()->material_set_next_pass(material, next_pass_rid);
}
Ref<Material> Material::get_next_pass() const {
	return next_pass;
}
void Material::set_render_priority(int p_priority) {
	ERR_FAIL_COND(p_priority < RENDER_PRIORITY_MIN);
	ERR_FAIL_COND(p_priority > RENDER_PRIORITY_MAX);
	render_priority = p_priority;
	RS::get_singleton()->material_set_render_priority(material, p_priority);
}
int Material::get_render_priority() const {
	return render_priority;
}
RID Material::get_rid() const {
	return material;
}
void Material::_validate_property(PropertyInfo &p_property) const {