### 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)

bool ret = false;
	GDVIRTUAL_CALL(_can_use_render_priority, ret);
	return ret;
}
Ref<Resource> Material::create_placeholder() const {
	Ref<PlaceholderMaterial> placeholder;
	placeholder.instantiate();
	return placeholder;
}
void Material::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass);
	ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass);
	ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority);
	ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority);
	ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Material::inspect_native_shader_code);
	ClassDB::set_method_flags(get_class_static(), _scs_create("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
	ClassDB::bind_method(D_METHOD("create_placeholder"), &Material::create_placeholder);
	ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RENDER_PRIORITY_MIN) + "," + itos(RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
	BIND_CONSTANT(RENDER_PRIORITY_MAX);
	BIND_CONSTANT(RENDER_PRIORITY_MIN);
	GDVIRTUAL_BIND(_get_shader_rid)
	GDVIRTUAL_BIND(_get_shader_mode)
	GDVIRTUAL_BIND(_can_do_next_pass)
	GDVIRTUAL_BIND(_can_use_render_priority)
}
Material::Material() {