### 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)

ScriptLanguage::CodeCompletionOption option("hint_range", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
					if (completion_base == DataType::TYPE_INT) {
						option.insert_text = "hint_range(0, 100, 1)";
					} else {
						option.insert_text = "hint_range(0.0, 1.0, 0.1)";
					}
					r_options->push_back(option);
				}
			} else if ((int(completion_base) > int(TYPE_MAT4) && int(completion_base) < int(TYPE_STRUCT))) {
				Vector<String> options;
				if (completion_base_array) {
					if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {
						options.push_back("source_color");
					}
				} else {
					if (current_uniform_filter == FILTER_DEFAULT) {
						options.push_back("filter_linear");
						options.push_back("filter_linear_mipmap");
						options.push_back("filter_linear_mipmap_anisotropic");
						options.push_back("filter_nearest");
						options.push_back("filter_nearest_mipmap");
						options.push_back("filter_nearest_mipmap_anisotropic");
					}
					if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {
						options.push_back("hint_anisotropy");
						options.push_back("hint_default_black");
						options.push_back("hint_default_white");
						options.push_back("hint_default_transparent");
						options.push_back("hint_normal");
						options.push_back("hint_roughness_a");