### 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_COND(!global_shader_uniforms.variables.has(p_name));
	GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
	gv.value = p_value;
	if (gv.override.get_type() == Variant::NIL) {
		if (gv.buffer_index >= 0) {
			
			_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
			_global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
		} else {
			
			MaterialStorage *material_storage = MaterialStorage::get_singleton();
			for (const RID &E : gv.texture_materials) {
				Material *material = material_storage->get_material(E);
				ERR_CONTINUE(!material);
				material_storage->_material_queue_update(material, false, true);
			}
		}
	}
}
void MaterialStorage::global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) {