### 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)

clear();
	is_shader_inc = p_info.is_include;
	code = p_code;
	varying_function_names = p_info.varying_function_names;
	nodes = nullptr;
	global_shader_uniform_get_type_func = p_info.global_shader_uniform_type_func;
	shader = alloc_node<ShaderNode>();
	_parse_shader(p_info.functions, p_info.render_modes, p_info.shader_types);
#ifdef DEBUG_ENABLED
	
	if (keyword_completion_context != CF_UNSPECIFIED) {
		int sz = sizeof(keyword_list) / sizeof(KeyWord);
		for (int i = 0; i < sz; i++) {
			if (keyword_list[i].flags == CF_UNSPECIFIED) {
				break; 
			}
			if (keyword_list[i].flags & keyword_completion_context) {
				if (keyword_list[i].excluded_shader_types.has(shader_type_identifier)) {
					continue;
				}
				if (!keyword_list[i].functions.is_empty() && !keyword_list[i].functions.has(current_function)) {
					continue;
				}
				ScriptLanguage::CodeCompletionOption option(keyword_list[i].text, ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);