### 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)

ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
	return flags[p_flag];
}
void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) {
	ERR_FAIL_INDEX(p_feature, FEATURE_MAX);
	if (features[p_feature] == p_enabled) {
		return;
	}
	features[p_feature] = p_enabled;
	notify_property_list_changed();
	_queue_shader_change();
}
bool BaseMaterial3D::get_feature(Feature p_feature) const {
	ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false);
	return features[p_feature];
}
void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_texture) {
	ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
	textures[p_param] = p_texture;
	RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
	RS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
	if (p_texture.is_valid() && p_param == TEXTURE_ALBEDO) {
		RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo_texture_size,
				Vector2i(p_texture->get_width(), p_texture->get_height()));
	}
	notify_property_list_changed();
	_queue_shader_change();
}
Ref<Texture2D> BaseMaterial3D::get_texture(TextureParam p_param) const {