### 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)

switch (p_qualifier) {
		case ArgumentQualifier::ARGUMENT_QUALIFIER_IN:
			return "in";
		case ArgumentQualifier::ARGUMENT_QUALIFIER_OUT:
			return "out";
		case ArgumentQualifier::ARGUMENT_QUALIFIER_INOUT:
			return "inout";
	}
	return "";
}
Error ShaderLanguage::_validate_precision(DataType p_type, DataPrecision p_precision) {
	switch (p_type) {
		case TYPE_STRUCT: {
			_set_error(RTR("The precision modifier cannot be used on structs."));
			return FAILED;
		} break;
		case TYPE_BOOL:
		case TYPE_BVEC2:
		case TYPE_BVEC3:
		case TYPE_BVEC4: {
			_set_error(RTR("The precision modifier cannot be used on boolean types."));
			return FAILED;
		} break;
		default:
			break;
	}
	return OK;
}
Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_functions, const Vector<ModeInfo> &p_render_modes, const HashSet<String> &p_shader_types) {