### 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)

ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
	shader_data_request_func[p_shader_type] = p_function;
}
RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const {
	Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
	if (shader->data) {
		return shader->data->get_native_source_code();
	}
	return RS::ShaderNativeSourceCode();
}
void MaterialStorage::_material_uniform_set_erased(void *p_material) {
	RID rid = *(RID *)p_material;
	Material *material = MaterialStorage::get_singleton()->get_material(rid);
	if (material) {
		if (material->data) {
			
			
			MaterialStorage::get_singleton()->_material_queue_update(material, false, true);
		}
		material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
	}
}
void MaterialStorage::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {