### 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)

MutexLock lock(material_mutex);
	if (_is_initialized() && !element.in_list()) {
		dirty_materials.add(&element);
	}
}
bool BaseMaterial3D::_is_shader_dirty() const {
	MutexLock lock(material_mutex);
	return element.in_list();
}
void BaseMaterial3D::set_albedo(const Color &p_albedo) {
	albedo = p_albedo;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
}
Color BaseMaterial3D::get_albedo() const {
	return albedo;
}
void BaseMaterial3D::set_specular(float p_specular) {
	specular = p_specular;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
}
float BaseMaterial3D::get_specular() const {
	return specular;
}
void BaseMaterial3D::set_roughness(float p_roughness) {
	roughness = p_roughness;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
}
float BaseMaterial3D::get_roughness() const {