### 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 (proximity_fade_enabled) {
		code += "uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;";
	}
	if (features[FEATURE_NORMAL_MAPPING]) {
		code += "uniform sampler2D texture_normal : hint_roughness_normal," + texfilter_str + ";\n";
		code += "uniform float normal_scale : hint_range(-16,16);\n";
	}
	if (features[FEATURE_RIM]) {
		code += "uniform float rim : hint_range(0,1);\n";
		code += "uniform float rim_tint : hint_range(0,1);\n";
		code += "uniform sampler2D texture_rim : hint_default_white," + texfilter_str + ";\n";
	}
	if (features[FEATURE_CLEARCOAT]) {
		code += "uniform float clearcoat : hint_range(0,1);\n";
		code += "uniform float clearcoat_roughness : hint_range(0,1);\n";
		code += "uniform sampler2D texture_clearcoat : hint_default_white," + texfilter_str + ";\n";
	}
	if (features[FEATURE_ANISOTROPY]) {
		code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
		code += "uniform sampler2D texture_flowmap : hint_anisotropy," + texfilter_str + ";\n";
	}
	if (features[FEATURE_AMBIENT_OCCLUSION]) {
		code += "uniform sampler2D texture_ambient_occlusion : hint_default_white, " + texfilter_str + ";\n";
		code += "uniform vec4 ao_texture_channel;\n";
		code += "uniform float ao_light_affect;\n";
	}
	if (features[FEATURE_DETAIL]) {
		code += "uniform sampler2D texture_detail_albedo : source_color," + texfilter_str + ";\n";
		code += "uniform sampler2D texture_detail_normal : hint_normal," + texfilter_str + ";\n";
		code += "uniform sampler2D texture_detail_mask : hint_default_white," + texfilter_str + ";\n";