### 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)

return shader_owner.allocate_rid();
}
void MaterialStorage::shader_initialize(RID p_rid) {
	Shader shader;
	shader.data = nullptr;
	shader.mode = RS::SHADER_MAX;
	shader_owner.initialize_rid(p_rid, shader);
}
void MaterialStorage::shader_free(RID p_rid) {
	GLES3::Shader *shader = shader_owner.get_or_null(p_rid);
	ERR_FAIL_COND(!shader);
	
	while (shader->owners.size()) {
		material_set_shader((*shader->owners.begin())->self, RID());
	}
	
	if (shader->data) {
		memdelete(shader->data);
	}
	shader_owner.free(p_rid);
}
void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {