### 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)

for (const KeyValue<ShaderWarning::Code, HashMap<StringName, HashMap<StringName, Usage>> *> &E : warnings_check_map2) {
		for (const KeyValue<StringName, HashMap<StringName, Usage>> &T : *E.value) {
			for (const KeyValue<StringName, Usage> &U : T.value) {
				if (!U.value.used) {
					_add_warning(E.key, U.value.decl_line, U.key);
				}
			}
		}
	}
	for (const KeyValue<ShaderWarning::Code, HashMap<StringName, Usage> *> &E : warnings_check_map) {
		for (const KeyValue<StringName, Usage> &U : (*E.value)) {
			if (!U.value.used) {
				_add_warning(E.key, U.value.decl_line, U.key);
			}
		}
	}
}
List<ShaderWarning>::Element *ShaderLanguage::get_warnings_ptr() {
	return warnings.front();
}
void ShaderLanguage::enable_warning_checking(bool p_enabled) {
	check_warnings = p_enabled;
}
bool ShaderLanguage::is_warning_checking_enabled() const {