### 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)

gui[7] = 0;
				gui[8] = v.basis.rows[0][2];
				gui[9] = v.basis.rows[1][2];
				gui[10] = v.basis.rows[2][2];
				gui[11] = 0;
				gui[12] = v.origin.x;
				gui[13] = v.origin.y;
				gui[14] = v.origin.z;
				gui[15] = 1;
			} else {
				Projection v = value;
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						gui[i * 4 + j] = v.columns[i][j];
					}
				}
			}
		} break;
		default: {
		}
	}
}
_FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) {
	switch (type) {
		case ShaderLanguage::TYPE_BOOL: {
			uint32_t *gui = (uint32_t *)data;
			gui[0] = value[0].boolean ? 1 : 0;
		} break;
		case ShaderLanguage::TYPE_BVEC2: {
			uint32_t *gui = (uint32_t *)data;