### 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 (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
					pi.type = Variant::COLOR;
				} else {
					pi.type = Variant::VECTOR4;
				}
			}
		} break;
		case ShaderLanguage::TYPE_MAT2:
			if (p_uniform.array_size > 0) {
				pi.type = Variant::PACKED_FLOAT32_ARRAY;
			} else {
				pi.type = Variant::TRANSFORM2D;
			}
			break;
		case ShaderLanguage::TYPE_MAT3:
			if (p_uniform.array_size > 0) {
				pi.type = Variant::PACKED_FLOAT32_ARRAY;
			} else {
				pi.type = Variant::BASIS;
			}
			break;
		case ShaderLanguage::TYPE_MAT4:
			if (p_uniform.array_size > 0) {
				pi.type = Variant::PACKED_FLOAT32_ARRAY;
			} else {
				pi.type = Variant::PROJECTION;
			}
			break;
		case ShaderLanguage::TYPE_SAMPLER2D:
		case ShaderLanguage::TYPE_ISAMPLER2D: