### 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)

} else if (na == TYPE_VEC4 && nb == TYPE_FLOAT) {
				valid = true;
				ret_type = TYPE_VEC4;
			} else if (na == TYPE_MAT2 && nb == TYPE_FLOAT) {
				valid = true;
				ret_type = TYPE_MAT2;
			} else if (na == TYPE_MAT3 && nb == TYPE_FLOAT) {
				valid = true;
				ret_type = TYPE_MAT3;
			} else if (na == TYPE_MAT4 && nb == TYPE_FLOAT) {
				valid = true;
				ret_type = TYPE_MAT4;
			} else if (p_op->op == OP_ASSIGN_MUL && na == TYPE_VEC2 && nb == TYPE_MAT2) {
				valid = true;
				ret_type = TYPE_VEC2;
			} else if (p_op->op == OP_ASSIGN_MUL && na == TYPE_VEC3 && nb == TYPE_MAT3) {
				valid = true;
				ret_type = TYPE_VEC3;
			} else if (p_op->op == OP_ASSIGN_MUL && na == TYPE_VEC4 && nb == TYPE_MAT4) {
				valid = true;
				ret_type = TYPE_VEC4;
			}
		} break;
		case OP_ASSIGN_BIT_AND:
		case OP_ASSIGN_BIT_OR:
		case OP_ASSIGN_BIT_XOR:
		case OP_BIT_AND:
		case OP_BIT_OR:
		case OP_BIT_XOR: {
			/*