### 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 (!_can_do_next_pass() && p_property.name == "next_pass") {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (!_can_use_render_priority() && p_property.name == "render_priority") {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
}
void Material::_mark_initialized(const Callable &p_queue_shader_change_callable) {
	
	
	if (ResourceLoader::is_within_load() && Thread::get_caller_id() != Thread::get_main_id()) {
		DEV_ASSERT(init_state != INIT_STATE_READY);
		if (init_state == INIT_STATE_UNINITIALIZED) { 
			
			init_state = INIT_STATE_INITIALIZING;
			
			
			callable_mp(this, &Material::_mark_initialized).bind(p_queue_shader_change_callable).call_deferred();
			
			p_queue_shader_change_callable.call_deferred();
		}
	} else {
		
		init_state = INIT_STATE_READY;
		p_queue_shader_change_callable.callv(Array());
	}
}
void Material::inspect_native_shader_code() {