### 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)

break;
		case SPECULAR_MAX:
			break; 
	}
	if (features[FEATURE_SUBSURFACE_SCATTERING] && flags[FLAG_SUBSURFACE_MODE_SKIN]) {
		code += ",sss_mode_skin";
	}
	if (shading_mode == SHADING_MODE_UNSHADED) {
		code += ",unshaded";
	}
	if (flags[FLAG_DISABLE_DEPTH_TEST]) {
		code += ",depth_test_disabled";
	}
	if (flags[FLAG_PARTICLE_TRAILS_MODE]) {
		code += ",particle_trails";
	}
	if (shading_mode == SHADING_MODE_PER_VERTEX) {
		code += ",vertex_lighting";
	}
	if (flags[FLAG_DONT_RECEIVE_SHADOWS]) {
		code += ",shadows_disabled";
	}
	if (flags[FLAG_DISABLE_AMBIENT_LIGHT]) {
		code += ",ambient_light_disabled";
	}
	if (flags[FLAG_USE_SHADOW_TO_OPACITY]) {
		code += ",shadow_to_opacity";
	}
	if (transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS) {
		code += ",depth_prepass_alpha";