### 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)

"FILTER_LINEAR_MIPMAP_ANISOTROPIC",
	"REPEAT_ENABLE",
	"REPEAT_DISABLE",
	"SHADER_TYPE",
	"CURSOR",
	"ERROR",
	"EOF",
};
String ShaderLanguage::get_token_text(Token p_token) {
	String name = token_names[p_token.type];
	if (p_token.is_integer_constant() || p_token.type == TK_FLOAT_CONSTANT) {
		name += "(" + rtos(p_token.constant) + ")";
	} else if (p_token.type == TK_IDENTIFIER) {
		name += "(" + String(p_token.text) + ")";
	} else if (p_token.type == TK_ERROR) {
		name += "(" + String(p_token.text) + ")";
	}
	return name;
}
ShaderLanguage::Token ShaderLanguage::_make_token(TokenType p_type, const StringName &p_text) {
	Token tk;
	tk.type = p_type;
	tk.text = p_text;
	tk.line = tk_line;
	if (tk.type == TK_ERROR) {
		_set_error(p_text);
	}
	return tk;
}
enum ContextFlag : uint32_t {