### 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)

} break;
			case TEXTURE_CHANNEL_GRAYSCALE: {
				code += "uniform sampler2D texture_roughness : hint_roughness_gray," + texfilter_str + ";\n";
			} break;
			case TEXTURE_CHANNEL_MAX:
				break; 
		}
		code += "uniform float specular;\n";
		code += "uniform float metallic;\n";
	} else {
		code += "uniform sampler2D texture_orm : hint_roughness_g," + texfilter_str + ";\n";
	}
	if (billboard_mode == BILLBOARD_PARTICLES) {
		code += "uniform int particles_anim_h_frames;\n";
		code += "uniform int particles_anim_v_frames;\n";
		code += "uniform bool particles_anim_loop;\n";
	}
	if (features[FEATURE_EMISSION]) {
		code += "uniform sampler2D texture_emission : source_color, hint_default_black," + texfilter_str + ";\n";
		code += "uniform vec4 emission : source_color;\n";
		code += "uniform float emission_energy;\n";
	}
	if (features[FEATURE_REFRACTION]) {
		code += "uniform sampler2D texture_refraction : " + texfilter_str + ";\n";
		code += "uniform float refraction : hint_range(-16,16);\n";
		code += "uniform vec4 refraction_texture_channel;\n";
	}
	if (features[FEATURE_REFRACTION]) {
		code += "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_linear_mipmap;";
	}