### 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)

texfilter_str = "filter_linear_mipmap_anisotropic";
			texfilter_height_str = "filter_linear_mipmap_anisotropic";
			break;
		case TEXTURE_FILTER_MAX:
			break; 
	}
	if (flags[FLAG_USE_TEXTURE_REPEAT]) {
		texfilter_str += ",repeat_enable";
		texfilter_height_str += ",repeat_enable";
	} else {
		texfilter_str += ",repeat_disable";
		texfilter_height_str += ",repeat_disable";
	}
	
	
	String code = vformat(
			"// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s %s.\n\n",
			orm ? "ORMMaterial3D" : "StandardMaterial3D");
	code += "shader_type spatial;\nrender_mode ";
	switch (blend_mode) {
		case BLEND_MODE_MIX:
			code += "blend_mix";
			break;
		case BLEND_MODE_ADD:
			code += "blend_add";
			break;
		case BLEND_MODE_SUB:
			code += "blend_sub";
			break;
		case BLEND_MODE_MUL: