### Godot version

4.0.3

### System information

Windows10

### Issue description

sky shader accepts uniform vec3, vec4, vec3 array, but not vec4 array

### Steps to reproduce

simply pass Vector4 to uniform vec4[] from gdscript

### Minimal reproduction project

gdscript

sky_material.set_shader_parameter("v3",Vector3(1,0.8,0.5)) - v
sky_material.set_shader_parameter("v4",Vector4(1,0.8,0.5,0.2)) - v
sky_material.set_shader_parameter("v3a",[Vector3(1,0.8,0.5)]) - v
sky_material.set_shader_parameter("v4a",[Vector4(1,0.8,0.5,0.2)]) - x

sky gdshader

uniform vec3 v3;
uniform vec4 v4;
uniform vec3 v3a[1];
uniform vec4 v4a[1];

void sky(){
    COLOR.r = v4a[0].w
}
break;
											}
											if (error) {
												_set_error(vformat(RTR("Varying '%s' cannot be passed for the '%s' parameter in that context."), varname, _get_qualifier_str(arg_qual)));
												return nullptr;
											}
										}
									}
									bool is_const_arg = call_function->arguments[i].is_const;
									if (is_const_arg || is_out_arg) {
										StringName varname;
										if (n->type == Node::NODE_TYPE_CONSTANT || n->type == Node::NODE_TYPE_OPERATOR || n->type == Node::NODE_TYPE_ARRAY_CONSTRUCT) {
											if (!is_const_arg) {
												error = true;
											}
										} else if (n->type == Node::NODE_TYPE_ARRAY) {
											ArrayNode *an = static_cast<ArrayNode *>(n);
											if (!is_const_arg && (an->call_expression != nullptr || an->is_const)) {
												error = true;
											}
											varname = an->name;
										} else if (n->type == Node::NODE_TYPE_VARIABLE) {
											VariableNode *vn = static_cast<VariableNode *>(n);
											if (vn->is_const && !is_const_arg) {
												error = true;
											}
											varname = vn->name;
										} else if (n->type == Node::NODE_TYPE_MEMBER) {
											MemberNode *mn = static_cast<MemberNode *>(n);
											if (mn->basetype_const && is_out_arg) {