### 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)

};
static const RS::CanvasItemTextureFilter filter_from_uniform[ShaderLanguage::FILTER_DEFAULT + 1] = {
	RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, 
	RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, 
	RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, 
	RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, 
	RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, 
	RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, 
	RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, 
};
static const RS::CanvasItemTextureFilter filter_from_uniform_canvas[ShaderLanguage::FILTER_DEFAULT + 1] = {
	RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, 
	RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, 
	RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, 
	RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, 
	RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, 
	RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, 
	RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, 
};
void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) {
	MaterialStorage *material_storage = MaterialStorage::get_singleton();
	bool uses_global_buffer = false;
	for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {
		if (E.value.order < 0) {
			continue; 
		}
		if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
			continue; 
		}
		if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {