### 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)

if (_find_identifier(nullptr, false, constants, name)) {
					_set_redefinition_error(String(name));
					return ERR_PARSE_ERROR;
				}
				if (has_builtin(p_functions, name)) {
					_set_redefinition_error(String(name));
					return ERR_PARSE_ERROR;
				}
				if (is_uniform) {
					if (uniform_scope == ShaderNode::Uniform::SCOPE_GLOBAL && Engine::get_singleton()->is_editor_hint()) { 
						
						DataType gvtype = global_shader_uniform_get_type_func(name);
						if (gvtype == TYPE_MAX) {
							_set_error(vformat(RTR("Global uniform '%s' does not exist. Create it in Project Settings."), String(name)));
							return ERR_PARSE_ERROR;
						}
						if (type != gvtype) {
							_set_error(vformat(RTR("Global uniform '%s' must be of type '%s'."), String(name), get_datatype_name(gvtype)));
							return ERR_PARSE_ERROR;
						}
					}
					ShaderNode::Uniform uniform;
					uniform.type = type;
					uniform.scope = uniform_scope;
					uniform.precision = precision;
					uniform.array_size = array_size;
					uniform.group = current_uniform_group_name;
					uniform.subgroup = current_uniform_subgroup_name;
					tk = _get_token();
					if (tk.type == TK_BRACKET_OPEN) {