### 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)

} else {
					Basis p;
					p[0][0] = p_value[0].real;
					p[0][1] = p_value[1].real;
					p[0][2] = p_value[2].real;
					p[1][0] = p_value[3].real;
					p[1][1] = p_value[4].real;
					p[1][2] = p_value[5].real;
					p[2][0] = p_value[6].real;
					p[2][1] = p_value[7].real;
					p[2][2] = p_value[8].real;
					value = Variant(p);
				}
				break;
			}
			case ShaderLanguage::TYPE_MAT4: {
				if (array_size > 0) {
					array_size *= 16;
					PackedFloat32Array array;
					for (int i = 0; i < array_size; i += 16) {
						for (int j = 0; j < 16; j++) {
							array.push_back(p_value[i + j].real);
						}
					}
					value = Variant(array);
				} else {
					Projection p = Projection(Vector4(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real),
							Vector4(p_value[4].real, p_value[5].real, p_value[6].real, p_value[7].real),
							Vector4(p_value[8].real, p_value[9].real, p_value[10].real, p_value[11].real),
							Vector4(p_value[12].real, p_value[13].real, p_value[14].real, p_value[15].real));