### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

if (!global_shader_uniforms.variables.has(p_name)) {
		return; 
	}
	ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
	GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
	gv.override = p_value;
	if (gv.buffer_index >= 0) {
		
		if (gv.override.get_type() == Variant::NIL) {
			_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
		} else {
			_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.override);
		}
		_global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
	} else {
		
		MaterialStorage *material_storage = MaterialStorage::get_singleton();
		for (const RID &E : gv.texture_materials) {
			Material *material = material_storage->get_material(E);
			ERR_CONTINUE(!material);
			material_storage->_material_queue_update(material, false, true);
		}
	}
}
Variant MaterialStorage::global_shader_parameter_get(const StringName &p_name) const {