### 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)

if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
		code += "uniform float alpha_scissor_threshold;\n";
	} else if (transparency == TRANSPARENCY_ALPHA_HASH) {
		code += "uniform float alpha_hash_scale;\n";
	}
	
	if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF &&
			(transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH)) {
		code += "uniform float alpha_antialiasing_edge;\n";
		code += "uniform ivec2 albedo_texture_size;\n";
	}
	code += "uniform float point_size : hint_range(0,128);\n";
	
	if (!orm) {
		code += "uniform float roughness : hint_range(0,1);\n";
		code += "uniform sampler2D texture_metallic : hint_default_white," + texfilter_str + ";\n";
		code += "uniform vec4 metallic_texture_channel;\n";
		switch (roughness_texture_channel) {
			case TEXTURE_CHANNEL_RED: {
				code += "uniform sampler2D texture_roughness : hint_roughness_r," + texfilter_str + ";\n";
			} break;
			case TEXTURE_CHANNEL_GREEN: {
				code += "uniform sampler2D texture_roughness : hint_roughness_g," + texfilter_str + ";\n";
			} break;
			case TEXTURE_CHANNEL_BLUE: {
				code += "uniform sampler2D texture_roughness : hint_roughness_b," + texfilter_str + ";\n";
			} break;
			case TEXTURE_CHANNEL_ALPHA: {
				code += "uniform sampler2D texture_roughness : hint_roughness_a," + texfilter_str + ";\n";