### 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)

return nullptr;
					}
					if (!_validate_function_call(p_block, p_function_info, func, &func->return_cache, &func->struct_name)) {
						_set_error(vformat(RTR("No matching constructor found for: '%s'."), String(funcname->name)));
						return nullptr;
					}
					expr = _reduce_expression(p_block, func);
				}
			}
		} else if (tk.type == TK_IDENTIFIER) {
			_set_tkpos(prepos);
			StringName identifier;
			StructNode *pstruct = nullptr;
			bool struct_init = false;
			_get_completable_identifier(p_block, COMPLETION_IDENTIFIER, identifier);
			if (shader->structs.has(identifier)) {
				pstruct = shader->structs[identifier].shader_struct;
				struct_init = true;
			}
			tk = _get_token();
			if (tk.type == TK_PARENTHESIS_OPEN) {
				if (struct_init) { 
					const StringName &name = identifier;
					OperatorNode *func = alloc_node<OperatorNode>();
					func->op = OP_STRUCT;
					func->struct_name = name;
					func->return_cache = TYPE_STRUCT;
					VariableNode *funcname = alloc_node<VariableNode>();
					funcname->name = name;
					func->arguments.push_back(funcname);