### 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)

#ifdef DEBUG_ENABLED
	if (uses_particle_trails) {
		WARN_PRINT_ONCE_ED("Particle trails are only available when using the Forward+ or Mobile rendering backends.");
	}
	if (uses_sss) {
		WARN_PRINT_ONCE_ED("Sub-surface scattering is only available when using the Forward+ rendering backend.");
	}
	if (uses_transmittance) {
		WARN_PRINT_ONCE_ED("Transmittance is only available when using the Forward+ rendering backend.");
	}
	if (uses_screen_texture) {
		WARN_PRINT_ONCE_ED("Reading from the screen texture is not supported when using the GL Compatibility backend yet. Support will be added in a future release.");
	}
	if (uses_depth_texture) {
		WARN_PRINT_ONCE_ED("Reading from the depth texture is not supported when using the GL Compatibility backend yet. Support will be added in a future release.");
	}
	if (uses_normal_texture) {
		WARN_PRINT_ONCE_ED("Reading from the normal-roughness texture is only available when using the Forward+ or Mobile rendering backends.");
	}
#endif
#if 0
	print_line("**compiling shader:");
	print_line("**defines:\n");
	for (int i = 0; i < gen_code.defines.size(); i++) {
		print_line(gen_code.defines[i]);
	}
	HashMap<String, String>::Iterator el = gen_code.code.begin();
	while (el) {
		print_line("\n**code " + el->key + ":\n" + el->value);
		++el;