### 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)

for (const KeyValue<StringName, BuiltInInfo> &E : p_functions["constants"].built_ins) {
						builtins.built_ins.insert(E.key, E.value);
					}
				}
				for (int i = 0; i < shader->functions.size(); i++) {
					if (!shader->functions[i].callable && shader->functions[i].name == name) {
						_set_redefinition_error(String(name));
						return ERR_PARSE_ERROR;
					}
				}
				ShaderNode::Function function;
				function.callable = !p_functions.has(name);
				function.name = name;
				FunctionNode *func_node = alloc_node<FunctionNode>();
				function.function = func_node;
				shader->functions.push_back(function);
				func_node->name = name;
				func_node->return_type = type;
				func_node->return_struct_name = struct_name;
				func_node->return_precision = precision;
				func_node->return_array_size = array_size;
				if (p_functions.has(name)) {
					func_node->can_discard = p_functions[name].can_discard;
				} else {
#ifdef DEBUG_ENABLED
					if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_FUNCTION_FLAG)) {
						used_functions.insert(name, Usage(tk_line));
					}
#endif 
				}