### 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)

bv[1].z = v.basis.rows[2][1];
			bv[1].w = 0;
			bv[2].x = v.basis.rows[0][2];
			bv[2].y = v.basis.rows[1][2];
			bv[2].z = v.basis.rows[2][2];
			bv[2].w = 0;
			bv[3].x = v.origin.x;
			bv[3].y = v.origin.y;
			bv[3].z = v.origin.z;
			bv[3].w = 1;
		} break;
		default: {
			ERR_FAIL();
		}
	}
}
void MaterialStorage::_global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {
	int32_t prev_chunk = -1;
	for (int32_t i = 0; i < p_elements; i++) {
		int32_t chunk = (p_index + i) / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
		if (chunk != prev_chunk) {
			if (!global_shader_uniforms.buffer_dirty_regions[chunk]) {
				global_shader_uniforms.buffer_dirty_regions[chunk] = true;
				global_shader_uniforms.buffer_dirty_region_count++;
			}
		}
		prev_chunk = chunk;
	}
}
void MaterialStorage::global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) {