### 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)

memdelete_arr(global_shader_uniforms.buffer_values);
	memdelete_arr(global_shader_uniforms.buffer_usage);
	memdelete_arr(global_shader_uniforms.buffer_dirty_regions);
	glDeleteBuffers(1, &global_shader_uniforms.buffer);
	singleton = nullptr;
}
int32_t MaterialStorage::_global_shader_uniform_allocate(uint32_t p_elements) {
	int32_t idx = 0;
	while (idx + p_elements <= global_shader_uniforms.buffer_size) {
		if (global_shader_uniforms.buffer_usage[idx].elements == 0) {
			bool valid = true;
			for (uint32_t i = 1; i < p_elements; i++) {
				if (global_shader_uniforms.buffer_usage[idx + i].elements > 0) {
					valid = false;
					idx += i + global_shader_uniforms.buffer_usage[idx + i].elements;
					break;
				}
			}
			if (!valid) {
				continue; 
			}
			return idx;
		} else {
			idx += global_shader_uniforms.buffer_usage[idx].elements;
		}
	}
	return -1;
}
void MaterialStorage::_global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value) {