### 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)

return shader;
}
void ShaderMaterial::set_shader_parameter(const StringName &p_param, const Variant &p_value) {
	if (p_value.get_type() == Variant::NIL) {
		param_cache.erase(p_param);
		RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
	} else {
		Variant *v = param_cache.getptr(p_param);
		if (!v) {
			
			remap_cache["shader_parameter/" + p_param.operator String()] = p_param;
			param_cache.insert(p_param, p_value);
		} else {
			*v = p_value;
		}
		if (p_value.get_type() == Variant::OBJECT) {
			RID tex_rid = p_value;
			if (tex_rid == RID()) {
				param_cache.erase(p_param);
				RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
			} else {
				RS::get_singleton()->material_set_param(_get_material(), p_param, tex_rid);
			}
		} else {
			RS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
		}
	}
}
Variant ShaderMaterial::get_shader_parameter(const StringName &p_param) const {