### 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)

glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
	bind_uniforms_generic(texture_cache, shader_data->texture_uniforms);
}
void SceneShaderData::set_code(const String &p_code) {
	
	code = p_code;
	valid = false;
	ubo_size = 0;
	uniforms.clear();
	if (code.is_empty()) {
		return; 
	}
	ShaderCompiler::GeneratedCode gen_code;
	int blend_modei = BLEND_MODE_MIX;
	int depth_testi = DEPTH_TEST_ENABLED;
	int alpha_antialiasing_modei = ALPHA_ANTIALIASING_OFF;
	int cull_modei = CULL_BACK;
	int depth_drawi = DEPTH_DRAW_OPAQUE;
	uses_point_size = false;
	uses_alpha = false;
	uses_alpha_clip = false;
	uses_blend_alpha = false;
	uses_depth_prepass_alpha = false;
	uses_discard = false;
	uses_roughness = false;
	uses_normal = false;
	wireframe = false;