### 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
}
msdf_pixel_range = p_range;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_pixel_range, p_range);
}
float BaseMaterial3D::get_msdf_pixel_range() const {
	return msdf_pixel_range;
}
void BaseMaterial3D::set_msdf_outline_size(float p_size) {
	msdf_outline_size = p_size;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_outline_size, p_size);
}
float BaseMaterial3D::get_msdf_outline_size() const {
	return msdf_outline_size;
}
void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) {
	distance_fade = p_mode;
	_queue_shader_change();
	notify_property_list_changed();
}
BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const {
	return distance_fade;
}
void BaseMaterial3D::set_distance_fade_max_distance(float p_distance) {
	distance_fade_max_distance = p_distance;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance);
}
float BaseMaterial3D::get_distance_fade_max_distance() const {
	return distance_fade_max_distance;
}
void BaseMaterial3D::set_distance_fade_min_distance(float p_distance) {