### 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
}
String result;
	switch (p_repeat) {
		case REPEAT_DISABLE: {
			result = "repeat_disable";
		} break;
		case REPEAT_ENABLE: {
			result = "repeat_enable";
		} break;
		default: {
		} break;
	}
	return result;
}
bool ShaderLanguage::is_token_nonvoid_datatype(TokenType p_type) {
	return is_token_datatype(p_type) && p_type != TK_TYPE_VOID;
}
void ShaderLanguage::clear() {
	current_function = StringName();
	last_name = StringName();
	last_type = IDENTIFIER_MAX;
	current_uniform_group_name = "";
	current_uniform_subgroup_name = "";
	current_uniform_hint = ShaderNode::Uniform::HINT_NONE;
	current_uniform_filter = FILTER_DEFAULT;
	current_uniform_repeat = REPEAT_DEFAULT;
	current_uniform_instance_index_defined = false;
	completion_type = COMPLETION_NONE;
	completion_block = nullptr;
	completion_function = StringName();