### 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
}
return transparency;
}
void BaseMaterial3D::set_alpha_antialiasing(AlphaAntiAliasing p_alpha_aa) {
	if (alpha_antialiasing_mode == p_alpha_aa) {
		return;
	}
	alpha_antialiasing_mode = p_alpha_aa;
	_queue_shader_change();
	notify_property_list_changed();
}
BaseMaterial3D::AlphaAntiAliasing BaseMaterial3D::get_alpha_antialiasing() const {
	return alpha_antialiasing_mode;
}
void BaseMaterial3D::set_shading_mode(ShadingMode p_shading_mode) {
	if (shading_mode == p_shading_mode) {
		return;
	}
	shading_mode = p_shading_mode;
	_queue_shader_change();
	notify_property_list_changed();
}
BaseMaterial3D::ShadingMode BaseMaterial3D::get_shading_mode() const {
	return shading_mode;
}
void BaseMaterial3D::set_depth_draw_mode(DepthDrawMode p_mode) {