### 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 (tk.type != TK_SEMICOLON) {
			_set_tkpos(prev_pos);
			_set_expected_after_error(";", "shader_type " + String(shader_type_identifier));
			return ERR_PARSE_ERROR;
		}
	}
#ifdef DEBUG_ENABLED
	keyword_completion_context = CF_GLOBAL_SPACE;
#endif 
	tk = _get_token();
	int texture_uniforms = 0;
	int texture_binding = 0;
	int uniforms = 0;
	int instance_index = 0;
#ifdef DEBUG_ENABLED
	uint64_t uniform_buffer_size = 0;
	uint64_t max_uniform_buffer_size = 0;
	int uniform_buffer_exceeded_line = -1;
	bool check_device_limit_warnings = false;
	{
		RenderingDevice *device = RenderingDevice::get_singleton();
		if (device != nullptr) {
			check_device_limit_warnings = check_warnings && HAS_WARNING(ShaderWarning::DEVICE_LIMIT_EXCEEDED_FLAG);
			max_uniform_buffer_size = device->limit_get(RenderingDevice::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
		}
	}
#endif 
	ShaderNode::Uniform::Scope uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL;
	stages = &p_functions;
	const FunctionInfo &constants = p_functions.has("constants") ? p_functions["constants"] : FunctionInfo();