### 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)

calltip += ")";
					r_call_hint = calltip;
					return OK;
				}
			}
			int idx = 0;
			String calltip;
			bool low_end = RenderingServer::get_singleton()->is_low_end();
			if (stages && stages->has(block_function)) {
				for (const KeyValue<StringName, StageFunctionInfo> &E : (*stages)[block_function].stage_functions) {
					if (completion_function == E.key) {
						calltip += get_datatype_name(E.value.return_type);
						calltip += " ";
						calltip += E.key;
						calltip += "(";
						for (int i = 0; i < E.value.arguments.size(); i++) {
							if (i > 0) {
								calltip += ", ";
							} else {
								calltip += " ";
							}
							if (i == completion_argument) {
								calltip += char32_t(0xFFFF);
							}
							calltip += get_datatype_name(E.value.arguments[i].type);
							calltip += " ";
							calltip += E.value.arguments[i].name;
							if (i == completion_argument) {
								calltip += char32_t(0xFFFF);
							}