### 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)

String group = uniform.group;
		if (!uniform.subgroup.is_empty()) {
			group += "::" + uniform.subgroup;
		}
		if (group != last_group) {
			PropertyInfo pi;
			pi.usage = PROPERTY_USAGE_GROUP;
			pi.name = group;
			p_param_list->push_back(pi);
			last_group = group;
		}
		PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform);
		pi.name = uniform_name;
		p_param_list->push_back(pi);
	}
}
void MaterialStorage::ShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
	for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
		if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
			continue;
		}
		RendererMaterialStorage::InstanceShaderParam p;
		p.info = ShaderLanguage::uniform_to_property_info(E.value);
		p.info.name = E.key; 
		p.index = E.value.instance_index;
		p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
		p_param_list->push_back(p);
	}
}
bool MaterialStorage::ShaderData::is_parameter_texture(const StringName &p_param) const {