### 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)

MaterialStorage *material_storage = MaterialStorage::get_singleton();
	if (global_buffer_E) {
		
		material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
	}
	if (global_texture_E) {
		
		for (const KeyValue<StringName, uint64_t> &E : used_global_textures) {
			GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
			if (v) {
				v->texture_materials.erase(self);
			}
		}
		
		material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
	}
	if (uniform_buffer) {
		glDeleteBuffers(1, &uniform_buffer);
		uniform_buffer = 0;
	}
}
void MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {