### 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)

material->shader_mode = new_mode;
			if (material->data) {
				memdelete(material->data);
				material->data = nullptr;
			}
		}
		shader->mode = new_mode;
		if (new_mode < RS::SHADER_MAX && shader_data_request_func[new_mode]) {
			shader->data = shader_data_request_func[new_mode]();
		} else {
			shader->mode = RS::SHADER_MAX; 
		}
		for (Material *E : shader->owners) {
			Material *material = E;
			if (shader->data) {
				material->data = material_data_request_func[new_mode](shader->data);
				material->data->self = material->self;
				material->data->set_next_pass(material->next_pass);
				material->data->set_render_priority(material->priority);
			}
			material->shader_mode = new_mode;
		}
		if (shader->data) {
			for (const KeyValue<StringName, HashMap<int, RID>> &E : shader->default_texture_parameter) {
				for (const KeyValue<int, RID> &E2 : E.value) {
					shader->data->set_default_texture_parameter(E.key, E2.value, E2.key);
				}
			}
		}
	}