### 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)

if (global_shader_uniforms.buffer_dirty_regions[i]) {
					RD::get_singleton()->buffer_update(global_shader_uniforms.buffer, i * region_byte_size, region_byte_size, &global_shader_uniforms.buffer_values[i * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE]);
					global_shader_uniforms.buffer_dirty_regions[i] = false;
				}
			}
		}
		global_shader_uniforms.buffer_dirty_region_count = 0;
	}
	if (global_shader_uniforms.must_update_buffer_materials) {
		
		
		for (const RID &E : global_shader_uniforms.materials_using_buffer) {
			Material *material = material_storage->get_material(E);
			ERR_CONTINUE(!material); 
			material_storage->_material_queue_update(material, true, false);
		}
		global_shader_uniforms.must_update_buffer_materials = false;
	}
	if (global_shader_uniforms.must_update_texture_materials) {
		
		
		for (const RID &E : global_shader_uniforms.materials_using_texture) {
			Material *material = material_storage->get_material(E);
			ERR_CONTINUE(!material); 
			material_storage->_material_queue_update(material, false, true);
		}
		global_shader_uniforms.must_update_texture_materials = false;
	}
}
RID MaterialStorage::shader_allocate() {