### 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 roughness;
}
void BaseMaterial3D::set_metallic(float p_metallic) {
	metallic = p_metallic;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
}
float BaseMaterial3D::get_metallic() const {
	return metallic;
}
void BaseMaterial3D::set_emission(const Color &p_emission) {
	emission = p_emission;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
}
Color BaseMaterial3D::get_emission() const {
	return emission;
}
void BaseMaterial3D::set_emission_energy_multiplier(float p_emission_energy_multiplier) {
	emission_energy_multiplier = p_emission_energy_multiplier;
	if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
		RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier * emission_intensity);
	} else {
		RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier);
	}
}
float BaseMaterial3D::get_emission_energy_multiplier() const {
	return emission_energy_multiplier;
}
void BaseMaterial3D::set_emission_intensity(float p_emission_intensity) {