### 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)

_validate_feature("normal", FEATURE_NORMAL_MAPPING, p_property);
	_validate_feature("emission", FEATURE_EMISSION, p_property);
	_validate_feature("rim", FEATURE_RIM, p_property);
	_validate_feature("clearcoat", FEATURE_CLEARCOAT, p_property);
	_validate_feature("anisotropy", FEATURE_ANISOTROPY, p_property);
	_validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, p_property);
	_validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, p_property);
	_validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, p_property);
	_validate_feature("backlight", FEATURE_BACKLIGHT, p_property);
	_validate_feature("refraction", FEATURE_REFRACTION, p_property);
	_validate_feature("detail", FEATURE_DETAIL, p_property);
	if (p_property.name == "emission_intensity" && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (p_property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (p_property.name == "billboard_keep_scale" && billboard_mode == BILLBOARD_DISABLED) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
	if (p_property.name == "grow_amount" && !grow_enabled) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
	if (p_property.name == "point_size" && !flags[FLAG_USE_POINT_SIZE]) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
	if (p_property.name == "proximity_fade_distance" && !proximity_fade_enabled) {