### 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)

RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
		shader_map[mk].users++;
		return;
	}
	String texfilter_str;
	
	
	String texfilter_height_str;
	switch (texture_filter) {
		case TEXTURE_FILTER_NEAREST:
			texfilter_str = "filter_nearest";
			texfilter_height_str = "filter_linear";
			break;
		case TEXTURE_FILTER_LINEAR:
			texfilter_str = "filter_linear";
			texfilter_height_str = "filter_linear";
			break;
		case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
			texfilter_str = "filter_nearest_mipmap";
			texfilter_height_str = "filter_linear_mipmap";
			break;
		case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
			texfilter_str = "filter_linear_mipmap";
			texfilter_height_str = "filter_linear_mipmap";
			break;
		case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
			texfilter_str = "filter_nearest_mipmap_anisotropic";
			texfilter_height_str = "filter_linear_mipmap_anisotropic";
			break;
		case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: