### 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)

}
GLES3::MaterialData *GLES3::_create_scene_material_func(ShaderData *p_shader) {
	SceneMaterialData *material_data = memnew(SceneMaterialData);
	material_data->shader_data = static_cast<SceneShaderData *>(p_shader);
	
	return material_data;
}
void SceneMaterialData::bind_uniforms() {
	
	glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
	bind_uniforms_generic(texture_cache, shader_data->texture_uniforms);
}
void ParticlesShaderData::set_code(const String &p_code) {
	
	code = p_code;
	valid = false;
	ubo_size = 0;
	uniforms.clear();
	uses_collision = false;
	if (code.is_empty()) {
		return; 
	}
	ShaderCompiler::GeneratedCode gen_code;
	ShaderCompiler::IdentifierActions actions;
	actions.entry_point_stages["start"] = ShaderCompiler::STAGE_VERTEX;
	actions.entry_point_stages["process"] = ShaderCompiler::STAGE_VERTEX;
	actions.usage_flag_pointers["COLLIDED"] = &uses_collision;
	userdata_count = 0;