### 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)

SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
	RID shader = get_shader_rid();
	if (st && shader.is_valid()) {
		st->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_native_shader_source_visualizer", "_inspect_shader", shader);
	}
}
RID Material::get_shader_rid() const {
	RID ret;
	GDVIRTUAL_REQUIRED_CALL(_get_shader_rid, ret);
	return ret;
}
Shader::Mode Material::get_shader_mode() const {
	Shader::Mode ret = Shader::MODE_MAX;
	GDVIRTUAL_REQUIRED_CALL(_get_shader_mode, ret);
	return ret;
}
bool Material::_can_do_next_pass() const {
	bool ret = false;
	GDVIRTUAL_CALL(_can_do_next_pass, ret);
	return ret;
}
bool Material::_can_use_render_priority() const {