### 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)

return metallic_texture_channel;
}
void BaseMaterial3D::set_roughness_texture_channel(TextureChannel p_channel) {
	ERR_FAIL_INDEX(p_channel, 5);
	roughness_texture_channel = p_channel;
	_queue_shader_change();
}
BaseMaterial3D::TextureChannel BaseMaterial3D::get_roughness_texture_channel() const {
	return roughness_texture_channel;
}
void BaseMaterial3D::set_ao_texture_channel(TextureChannel p_channel) {
	ERR_FAIL_INDEX(p_channel, 5);
	ao_texture_channel = p_channel;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_texture_channel, _get_texture_mask(p_channel));
}
BaseMaterial3D::TextureChannel BaseMaterial3D::get_ao_texture_channel() const {
	return ao_texture_channel;
}
void BaseMaterial3D::set_refraction_texture_channel(TextureChannel p_channel) {
	ERR_FAIL_INDEX(p_channel, 5);
	refraction_texture_channel = p_channel;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_texture_channel, _get_texture_mask(p_channel));
}
BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel() const {
	return refraction_texture_channel;
}
Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, Transparency p_transparency, bool p_double_sided, bool p_billboard, bool p_billboard_y, bool p_msdf, bool p_no_depth, bool p_fixed_size, TextureFilter p_filter, AlphaAntiAliasing p_alpha_antialiasing_mode, RID *r_shader_rid) {