### 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)

heightmap_parallax_flip_binormal = p_flip;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1));
}
bool BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal() const {
	return heightmap_parallax_flip_binormal;
}
void BaseMaterial3D::set_grow_enabled(bool p_enable) {
	grow_enabled = p_enable;
	_queue_shader_change();
	notify_property_list_changed();
}
bool BaseMaterial3D::is_grow_enabled() const {
	return grow_enabled;
}
void BaseMaterial3D::set_alpha_scissor_threshold(float p_threshold) {
	alpha_scissor_threshold = p_threshold;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_scissor_threshold, p_threshold);
}
float BaseMaterial3D::get_alpha_scissor_threshold() const {
	return alpha_scissor_threshold;
}
void BaseMaterial3D::set_alpha_hash_scale(float p_scale) {
	alpha_hash_scale = p_scale;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_hash_scale, p_scale);
}
float BaseMaterial3D::get_alpha_hash_scale() const {
	return alpha_hash_scale;
}
void BaseMaterial3D::set_alpha_antialiasing_edge(float p_edge) {