### 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)

RS::GlobalShaderParameterType gvtype = RS::GLOBAL_VAR_TYPE_MAX;
			for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {
				if (global_var_type_names[i] == type) {
					gvtype = RS::GlobalShaderParameterType(i);
					break;
				}
			}
			ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); 
			Variant value = d["value"];
			if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
				
				if (!p_load_textures) {
					value = RID();
					continue;
				}
				String path = value;
				Ref<Resource> resource = ResourceLoader::load(path);
				ERR_CONTINUE(resource.is_null());
				value = resource;
			}
			if (global_shader_uniforms.variables.has(name)) {
				
				global_shader_parameter_set(name, value);
			} else {
				global_shader_parameter_add(name, gvtype, value);
			}
		}
	}
}
void MaterialStorage::global_shader_parameters_clear() {