### 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)

distance_fade_min_distance = p_distance;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance);
}
float BaseMaterial3D::get_distance_fade_min_distance() const {
	return distance_fade_min_distance;
}
void BaseMaterial3D::set_emission_operator(EmissionOperator p_op) {
	if (emission_op == p_op) {
		return;
	}
	emission_op = p_op;
	_queue_shader_change();
}
BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const {
	return emission_op;
}
RID BaseMaterial3D::get_shader_rid() const {
	MutexLock lock(material_mutex);
	if (element.in_list()) { 
		((BaseMaterial3D *)this)->_update_shader();
	}
	ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
	return shader_map[current_key].shader;
}
Shader::Mode BaseMaterial3D::get_shader_mode() const {
	return Shader::MODE_SPATIAL;
}
void BaseMaterial3D::_bind_methods() {