### 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)

u.append_id(uniform_buffer);
			uniforms.push_back(u);
		}
		const RID *textures = texture_cache.ptrw();
		for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
			const int array_size = p_texture_uniforms[i].array_size;
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
			u.binding = 1 + k;
			if (array_size > 0) {
				for (int j = 0; j < array_size; j++) {
					u.append_id(textures[k++]);
				}
			} else {
				u.append_id(textures[k++]);
			}
			uniforms.push_back(u);
		}
	}
	uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_shader_uniform_set);
	RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, MaterialStorage::_material_uniform_set_erased, &self);
	return true;
}
void MaterialStorage::MaterialData::set_as_used() {
	for (int i = 0; i < render_target_cache.size(); i++) {
		render_target_cache[i]->was_used = true;
	}
}
MaterialStorage *MaterialStorage::singleton = nullptr;
MaterialStorage *MaterialStorage::get_singleton() {