### Godot version

4.0.beta13

### System information

Linux Vulkan (but issue is renderer indepenent)

### Issue description

It looks like `PackedColorArray` (and possibly other packed arrays) properties don't get copied deeply enough when doing "make unique" (even recursive, though this shouldn't matter as these aren't subresources).

A project save/reload makes this visible, and also returns the behavior to expected from then on (until you try to do the same thing again, that is).

See reproduction steps below.

Edit: I'm actually unsure this is a problem with these types of properties *in general* or just when they are shader properties. I didn't assume this would make a difference, but couldn't find any other classes taking these, to test.

### Steps to reproduce

- Uncompress and open the project from repro8.zip

![repro8-a](https://user-images.githubusercontent.com/43048142/213869943-7cf9dddb-cdb2-4632-816a-58aeb8582f1c.png)

- Duplicate the "Label" node
- Go to "Material", do "Make Unique"  on the ShaderMaterial (you can choose recursive, it won't make a difference)
- Change the colors on the duplicated material. So far so good!

![repro8-b](https://user-images.githubusercontent.com/43048142/213869961-faeb3f14-6d99-40b2-b2ae-3a9c74f0a0b7.png)

- Now, save and reload the project.
- Oops! The original label has the same colors as the duplicated and modified one now, as if unique-ification never happened.

![repro8-c](https://user-images.githubusercontent.com/43048142/213869997-d234b149-9005-4acd-9f6c-b3851fec9c79.png)

- Change the colors on the duplicated material again.
- Save, and reload the project again.

![repro8-d](https://user-images.githubusercontent.com/43048142/213870009-306e2025-c054-42aa-81ba-2b299d799853.png)


- No unexpected changes. Everything is fine from now on.

### Minimal reproduction project

[repro8.zip](https://github.com/godotengine/godot/files/10472283/repro8.zip)

ERR_FAIL_COND_V(p_resource.is_null(), ERR_INVALID_PARAMETER);
	if (get_class() != p_resource->get_class()) {
		return ERR_INVALID_PARAMETER;
	}
	reset_state(); 
	List<PropertyInfo> pi;
	p_resource->get_property_list(&pi);
	for (const PropertyInfo &E : pi) {
		if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
			continue;
		}
		if (E.name == "resource_path") {
			continue; 
		}
		set(E.name, p_resource->get(E.name));
	}
	return OK;
}
void Resource::reload_from_file() {
	String path = get_path();
	if (!path.is_resource_file()) {
		return;
	}
	Ref<Resource> s = ResourceLoader::load(ResourceLoader::path_remap(path), get_class(), ResourceFormatLoader::CACHE_MODE_IGNORE);
	if (!s.is_valid()) {
		return;
	}
	copy_from(s);
}
Ref<Resource> Resource::duplicate_for_local_scene(Node *p_for_scene, HashMap<Ref<Resource>, Ref<Resource>> &remap_cache) {