### 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)

first = false;
					if (tk.type != TK_IDENTIFIER && tk.type != TK_BRACKET_OPEN) {
						_set_error(RTR("Expected an identifier or '[' after type."));
						return ERR_PARSE_ERROR;
					}
					if (tk.type == TK_BRACKET_OPEN) {
						Error error = _parse_array_size(p_block, p_function_info, false, &decl.size_expression, &array_size, &unknown_size);
						if (error != OK) {
							return error;
						}
						decl.size = array_size;
						fixed_array_size = true;
						tk = _get_token();
					}
				}
				if (tk.type != TK_IDENTIFIER) {
					_set_error(RTR("Expected an identifier."));
					return ERR_PARSE_ERROR;
				}
				StringName name = tk.text;
				ShaderLanguage::IdentifierType itype;
				if (_find_identifier(p_block, true, p_function_info, name, (ShaderLanguage::DataType *)nullptr, &itype)) {
					if (itype != IDENTIFIER_FUNCTION) {
						_set_redefinition_error(String(name));
						return ERR_PARSE_ERROR;
					}
				}
				decl.name = name;
#ifdef DEBUG_ENABLED
				if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_LOCAL_VARIABLE_FLAG) && p_block) {