### 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)

bv[0].y = v.rows[1][0];
			bv[0].z = v.rows[2][0];
			bv[0].w = 0;
			bv[1].x = v.rows[0][1];
			bv[1].y = v.rows[1][1];
			bv[1].z = v.rows[2][1];
			bv[1].w = 0;
			bv[2].x = v.rows[0][2];
			bv[2].y = v.rows[1][2];
			bv[2].z = v.rows[2][2];
			bv[2].w = 0;
		} break;
		case RS::GLOBAL_VAR_TYPE_MAT4: {
			GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
			Vector<float> m2 = p_value;
			if (m2.size() < 16) {
				m2.resize(16);
			}
			bv[0].x = m2[0];
			bv[0].y = m2[1];
			bv[0].z = m2[2];
			bv[0].w = m2[3];
			bv[1].x = m2[4];
			bv[1].y = m2[5];
			bv[1].z = m2[6];
			bv[1].w = m2[7];
			bv[2].x = m2[8];
			bv[2].y = m2[9];
			bv[2].z = m2[10];
			bv[2].w = m2[11];