### 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)

ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_MEMBER;
								if (E.value.constant) {
									kind = ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT;
								}
								matches.insert(E.key, kind);
							}
						}
					}
					for (const KeyValue<StringName, ShaderNode::Constant> &E : shader->constants) {
						matches.insert(E.key, ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT);
					}
					for (const KeyValue<StringName, ShaderNode::Varying> &E : shader->varyings) {
						matches.insert(E.key, ScriptLanguage::CODE_COMPLETION_KIND_VARIABLE);
					}
					for (const KeyValue<StringName, ShaderNode::Uniform> &E : shader->uniforms) {
						matches.insert(E.key, ScriptLanguage::CODE_COMPLETION_KIND_MEMBER);
					}
				}
				for (int i = 0; i < shader->functions.size(); i++) {
					if (!shader->functions[i].callable || shader->functions[i].name == skip_function) {
						continue;
					}
					matches.insert(String(shader->functions[i].name), ScriptLanguage::CODE_COMPLETION_KIND_FUNCTION);
				}
				int idx = 0;
				bool low_end = RenderingServer::get_singleton()->is_low_end();
				if (stages && stages->has(skip_function)) {
					for (const KeyValue<StringName, StageFunctionInfo> &E : (*stages)[skip_function].stage_functions) {
						matches.insert(String(E.key), ScriptLanguage::CODE_COMPLETION_KIND_FUNCTION);
					}