### 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)

_set_error(vformat(RTR("Allowed instance uniform indices must be within [0..%d] range."), MAX_INSTANCE_UNIFORM_INDICES - 1));
										return ERR_PARSE_ERROR;
									}
									tk = _get_token();
									if (tk.type != TK_PARENTHESIS_CLOSE) {
										_set_expected_error(")");
										return ERR_PARSE_ERROR;
									}
								} break;
								case TK_HINT_SCREEN_TEXTURE: {
									new_hint = ShaderNode::Uniform::HINT_SCREEN_TEXTURE;
									--texture_uniforms;
									--texture_binding;
								} break;
								case TK_HINT_NORMAL_ROUGHNESS_TEXTURE: {
									new_hint = ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE;
									--texture_uniforms;
									--texture_binding;
									if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
										_set_error(RTR("'hint_normal_roughness_texture' is not supported in gl_compatibility shaders."));
										return ERR_PARSE_ERROR;
									}
									if (String(shader_type_identifier) != "spatial") {
										_set_error(vformat(RTR("'hint_normal_roughness_texture' is not supported in '%s' shaders."), shader_type_identifier));
										return ERR_PARSE_ERROR;
									}
								} break;
								case TK_HINT_DEPTH_TEXTURE: {
									new_hint = ShaderNode::Uniform::HINT_DEPTH_TEXTURE;
									--texture_uniforms;