### 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)

case ShaderNode::Uniform::HINT_ROUGHNESS_GRAY: {
			result = "hint_roughness_gray";
		} break;
		case ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
			result = "hint_default_black";
		} break;
		case ShaderNode::Uniform::HINT_DEFAULT_WHITE: {
			result = "hint_default_white";
		} break;
		case ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
			result = "hint_default_transparent";
		} break;
		case ShaderNode::Uniform::HINT_ANISOTROPY: {
			result = "hint_anisotropy";
		} break;
		case ShaderNode::Uniform::HINT_SCREEN_TEXTURE: {
			result = "hint_screen_texture";
		} break;
		case ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE: {
			result = "hint_normal_roughness_texture";
		} break;
		case ShaderNode::Uniform::HINT_DEPTH_TEXTURE: {
			result = "hint_depth_texture";
		} break;
		default:
			break;
	}
	return result;
}
String ShaderLanguage::get_texture_filter_name(TextureFilter p_filter) {