### 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)

ShaderLanguage::TYPE_VEC4, 
		ShaderLanguage::TYPE_VEC4, 
		ShaderLanguage::TYPE_MAX, 
		ShaderLanguage::TYPE_MAX, 
		ShaderLanguage::TYPE_MAX, 
		ShaderLanguage::TYPE_MAX, 
		ShaderLanguage::TYPE_VEC4 
	};
	ShaderLanguage::DataType datatype = ShaderLanguage::TYPE_MAX;
	if (value_type == Variant::INT && p_flags_count > 0) {
		switch (p_flags_count) {
			case 1:
				datatype = ShaderLanguage::TYPE_BVEC2;
				break;
			case 2:
				datatype = ShaderLanguage::TYPE_BVEC3;
				break;
			case 3:
				datatype = ShaderLanguage::TYPE_BVEC4;
				break;
		}
	} else {
		datatype = datatype_from_value[value_type];
	}
	ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); 
	pos += p_index;
	_fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_shader_uniforms.buffer_values[pos]);
	_global_shader_uniform_mark_buffer_dirty(pos, 1);
}
void MaterialStorage::_update_global_shader_uniforms() {