### 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 (uniforms.has(p_parameter)) {
		ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
		Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
		return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
	}
	return Variant();
}
void ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
	SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;
	LocalVector<Pair<StringName, int>> filtered_uniforms;
	for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
		if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
			continue;
		}
		if (E.value.texture_order >= 0) {
			filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000));
		} else {
			filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.order));
		}
	}
	int uniform_count = filtered_uniforms.size();
	sorter.sort(filtered_uniforms.ptr(), uniform_count);
	String last_group;
	for (int i = 0; i < uniform_count; i++) {
		const StringName &uniform_name = filtered_uniforms[i].first;
		const ShaderLanguage::ShaderNode::Uniform &uniform = uniforms[uniform_name];