### 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)

if (p_array_size <= 0) {
		p_array_size = 1;
	}
	switch (type) {
		case ShaderLanguage::TYPE_BOOL:
		case ShaderLanguage::TYPE_INT:
		case ShaderLanguage::TYPE_UINT:
		case ShaderLanguage::TYPE_FLOAT: {
			memset(data, 0, 4 * p_array_size);
		} break;
		case ShaderLanguage::TYPE_BVEC2:
		case ShaderLanguage::TYPE_IVEC2:
		case ShaderLanguage::TYPE_UVEC2:
		case ShaderLanguage::TYPE_VEC2: {
			memset(data, 0, 8 * p_array_size);
		} break;
		case ShaderLanguage::TYPE_BVEC3:
		case ShaderLanguage::TYPE_IVEC3:
		case ShaderLanguage::TYPE_UVEC3:
		case ShaderLanguage::TYPE_VEC3: {
			memset(data, 0, 12 * p_array_size);
		} break;
		case ShaderLanguage::TYPE_BVEC4:
		case ShaderLanguage::TYPE_IVEC4:
		case ShaderLanguage::TYPE_UVEC4:
		case ShaderLanguage::TYPE_VEC4: {
			memset(data, 0, 16 * p_array_size);
		} break;
		case ShaderLanguage::TYPE_MAT2: {
			memset(data, 0, 32 * p_array_size);