### 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 (shader->data) {
		shader->data->set_code(p_code);
	}
	for (Material *E : shader->owners) {
		Material *material = E;
		material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
		_material_queue_update(material, true, true);
	}
}
void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) {
	GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND(!shader);
	shader->path_hint = p_path;
	if (shader->data) {
		shader->data->set_path_hint(p_path);
	}
}
String MaterialStorage::shader_get_code(RID p_shader) const {
	const GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND_V(!shader, String());
	return shader->code;
}
void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
	GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND(!shader);
	if (shader->data) {
		return shader->data->get_shader_uniform_list(p_param_list);
	}
}
void MaterialStorage::shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {