### 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)

TextureStorage *texture_storage = TextureStorage::get_singleton();
	MaterialStorage *material_storage = MaterialStorage::get_singleton();
#ifdef TOOLS_ENABLED
	Texture *roughness_detect_texture = nullptr;
	RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
	Texture *normal_detect_texture = nullptr;
#endif
	bool uses_global_textures = false;
	global_textures_pass++;
	for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
		const StringName &uniform_name = p_texture_uniforms[i].name;
		int uniform_array_size = p_texture_uniforms[i].array_size;
		Vector<RID> textures;
		if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
				p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
				p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
			continue;
		}
		if (p_texture_uniforms[i].global) {
			uses_global_textures = true;
			GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(uniform_name);
			if (v) {
				if (v->buffer_index >= 0) {
					WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!.");
				} else {