### Godot version

4.0.stable.mono

### System information

Windows 10, NVIDIA RTX 2060 (Driver 30.0.14.7284), Vulkan 1.2.175 Forward+ (Editor)

### Issue description

When changing certain Global Shader Parameters (in this case, a mat4) in the Project Settings, the value sent to the editor 3D view appears to be undefined, resulting in garbage values sent to the shaders.

As an example here, I'm using a mat4 to describe global light directions for a lighting shader
Note that the shader receives a different value even when the editor is being set to the same values
https://user-images.githubusercontent.com/44537737/222551889-b7c7ca63-ef65-484c-818f-c6ce47a7d3c0.mp4

Setting the global parameter from a script does pass the correct value to the shaders
![image](https://user-images.githubusercontent.com/44537737/222552338-14582898-a76d-4ec4-b877-7b822e414901.png)

I have also determined the shaders in the editor also do not get correct values from the `project.godot` when loading the project.

### Steps to reproduce

- Create a Global Shader Parameter of mat4 type (Project > Project Settings... > Shader Globals)
- Create a shader that visualizes the value of the mat4 (`global uniform mat4 global_mat`)
- Attempt to modify the global in the same Project Settings menu, the shader will receive garbage values

### Minimal reproduction project

[GlobalShaderParameters.zip](https://github.com/godotengine/godot/files/10875801/GlobalShaderParameters.zip)

GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND(!shader);
	shader->code = p_code;
	String mode_string = ShaderLanguage::get_shader_type(p_code);
	RS::ShaderMode new_mode;
	if (mode_string == "canvas_item") {
		new_mode = RS::SHADER_CANVAS_ITEM;
	} else if (mode_string == "particles") {
		new_mode = RS::SHADER_PARTICLES;
	} else if (mode_string == "spatial") {
		new_mode = RS::SHADER_SPATIAL;
	} else if (mode_string == "sky") {
		new_mode = RS::SHADER_SKY;
		
		
	} else {
		new_mode = RS::SHADER_MAX;
		ERR_PRINT("shader type " + mode_string + " not supported in OpenGL renderer");
	}
	if (new_mode != shader->mode) {
		if (shader->data) {
			memdelete(shader->data);
			shader->data = nullptr;
		}
		for (Material *E : shader->owners) {
			Material *material = E;