### 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 MaterialStorage::get_singleton()->shaders.scene_shader.version_get_native_source_code(version);
}
SceneShaderData::SceneShaderData() {
	valid = false;
	uses_screen_texture = false;
}
SceneShaderData::~SceneShaderData() {
	if (version.is_valid()) {
		MaterialStorage::get_singleton()->shaders.scene_shader.version_free(version);
	}
}
GLES3::ShaderData *GLES3::_create_scene_shader_func() {
	SceneShaderData *shader_data = memnew(SceneShaderData);
	return shader_data;
}
void SceneMaterialData::set_render_priority(int p_priority) {
	priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; 
}
void SceneMaterialData::set_next_pass(RID p_pass) {
	next_pass = p_pass;
}
void SceneMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
	update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
}
SceneMaterialData::~SceneMaterialData() {