### 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)

case ShaderLanguage::TYPE_USAMPLER3D:
				case ShaderLanguage::TYPE_SAMPLER3D: {
					switch (p_texture_uniforms[i].hint) {
						case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
							gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_BLACK);
						} break;
						default: {
							gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_WHITE);
						} break;
					}
				} break;
				case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
				case ShaderLanguage::TYPE_USAMPLER2DARRAY:
				case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
					gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE);
				} break;
				default: {
				}
			}
#ifdef TOOLS_ENABLED
			if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
				roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
			}
#endif
			if (uniform_array_size > 0) {
				for (int j = 0; j < uniform_array_size; j++) {
					p_textures[k++] = gl_texture;
				}
			} else {
				p_textures[k++] = gl_texture;