### 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 (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR) {
		
		if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
			code += ",alpha_to_coverage";
		} else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
			code += ",alpha_to_coverage_and_one";
		}
	}
	code += ";\n";
	code += "uniform vec4 albedo : source_color;\n";
	code += "uniform sampler2D texture_albedo : source_color," + texfilter_str + ";\n";
	if (grow_enabled) {
		code += "uniform float grow;\n";
	}
	if (proximity_fade_enabled) {
		code += "uniform float proximity_fade_distance;\n";
	}
	if (distance_fade != DISTANCE_FADE_DISABLED) {
		code += "uniform float distance_fade_min;\n";
		code += "uniform float distance_fade_max;\n";
	}
	if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
		code += "uniform float msdf_pixel_range;\n";
		code += "uniform float msdf_outline_size;\n";
	}