### 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)

return (p_type == TK_OP_ASSIGN ||
			p_type == TK_OP_ASSIGN_ADD ||
			p_type == TK_OP_ASSIGN_SUB ||
			p_type == TK_OP_ASSIGN_MUL ||
			p_type == TK_OP_ASSIGN_DIV ||
			p_type == TK_OP_ASSIGN_MOD ||
			p_type == TK_OP_ASSIGN_SHIFT_LEFT ||
			p_type == TK_OP_ASSIGN_SHIFT_RIGHT ||
			p_type == TK_OP_ASSIGN_BIT_AND ||
			p_type == TK_OP_ASSIGN_BIT_OR ||
			p_type == TK_OP_ASSIGN_BIT_XOR);
}
bool ShaderLanguage::is_token_hint(TokenType p_type) {
	return int(p_type) > int(TK_RENDER_MODE) && int(p_type) < int(TK_SHADER_TYPE);
}
bool ShaderLanguage::convert_constant(ConstantNode *p_constant, DataType p_to_type, ConstantNode::Value *p_value) {
	if (p_constant->datatype == p_to_type) {
		if (p_value) {
			for (int i = 0; i < p_constant->values.size(); i++) {
				p_value[i] = p_constant->values[i];
			}
		}
		return true;
	} else if (p_constant->datatype == TYPE_INT && p_to_type == TYPE_FLOAT) {
		if (p_value) {
			p_value->real = p_constant->values[0].sint;
		}