### 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)

Token tk;
	TkPos prev_pos;
	Token next;
	if (!is_shader_inc) {
#ifdef DEBUG_ENABLED
		keyword_completion_context = CF_SHADER_TYPE;
#endif 
		tk = _get_token();
		if (tk.type != TK_SHADER_TYPE) {
			_set_error(vformat(RTR("Expected '%s' at the beginning of shader. Valid types are: %s."), "shader_type", _get_shader_type_list(p_shader_types)));
			return ERR_PARSE_ERROR;
		}
#ifdef DEBUG_ENABLED
		keyword_completion_context = CF_UNSPECIFIED;
#endif 
		_get_completable_identifier(nullptr, COMPLETION_SHADER_TYPE, shader_type_identifier);
		if (shader_type_identifier == StringName()) {
			_set_error(vformat(RTR("Expected an identifier after '%s', indicating the type of shader. Valid types are: %s."), "shader_type", _get_shader_type_list(p_shader_types)));
			return ERR_PARSE_ERROR;
		}
		if (!p_shader_types.has(shader_type_identifier)) {
			_set_error(vformat(RTR("Invalid shader type. Valid types are: %s"), _get_shader_type_list(p_shader_types)));
			return ERR_PARSE_ERROR;
		}
		prev_pos = _get_tkpos();
		tk = _get_token();