### 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)

material->set_flag(FLAG_BILLBOARD_KEEP_SCALE, true);
		material->set_billboard_mode(p_billboard_y ? BILLBOARD_FIXED_Y : BILLBOARD_ENABLED);
	}
	materials_for_2d[key] = material;
	if (r_shader_rid) {
		*r_shader_rid = materials_for_2d[key]->get_shader_rid();
	}
	return materials_for_2d[key];
}
void BaseMaterial3D::set_on_top_of_alpha() {
	set_transparency(TRANSPARENCY_DISABLED);
	set_render_priority(RENDER_PRIORITY_MAX);
	set_flag(FLAG_DISABLE_DEPTH_TEST, true);
}
void BaseMaterial3D::set_proximity_fade_enabled(bool p_enable) {
	proximity_fade_enabled = p_enable;
	_queue_shader_change();
	notify_property_list_changed();
}
bool BaseMaterial3D::is_proximity_fade_enabled() const {
	return proximity_fade_enabled;
}
void BaseMaterial3D::set_proximity_fade_distance(float p_distance) {
	proximity_fade_distance = p_distance;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, p_distance);
}
float BaseMaterial3D::get_proximity_fade_distance() const {
	return proximity_fade_distance;
}
void BaseMaterial3D::set_msdf_pixel_range(float p_range) {