### 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)

uint8_t *data = &p_buffer[offset];
		HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(E.key);
		if (V) {
			
			_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->value, data);
		} else if (E.value.default_value.size()) {
			
			_fill_std140_ubo_value(E.value.type, E.value.default_value, data);
			
		} else {
			
			if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
				
				_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data);
			} else {
				
				_fill_std140_ubo_empty(E.value.type, E.value.array_size, data);
			}
		}
	}
	if (uses_global_buffer != (global_buffer_E != nullptr)) {
		if (uses_global_buffer) {
			global_buffer_E = material_storage->global_shader_uniforms.materials_using_buffer.push_back(self);
		} else {
			material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
			global_buffer_E = nullptr;
		}
	}
}
MaterialData::~MaterialData() {