### 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)

} break;
						case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
							rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_ANISO);
						} break;
						case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
							rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
						} break;
						case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {
							rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
						} break;
						default: {
							rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
						} break;
					}
				} break;
				case ShaderLanguage::TYPE_SAMPLERCUBE: {
					switch (p_texture_uniforms[i].hint) {
						case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
							rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
						} break;
						default: {
							rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE);
						} break;
					}
				} break;
				case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
					rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
				} break;
				case ShaderLanguage::TYPE_ISAMPLER3D:
				case ShaderLanguage::TYPE_USAMPLER3D: