### 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)

BIND_ENUM_CONSTANT(DISTANCE_FADE_OBJECT_DITHER);
}
BaseMaterial3D::BaseMaterial3D(bool p_orm) :
		element(this) {
	orm = p_orm;
	
	set_albedo(Color(1.0, 1.0, 1.0, 1.0));
	set_specular(0.5);
	set_roughness(1.0);
	set_metallic(0.0);
	set_emission(Color(0, 0, 0));
	set_emission_energy_multiplier(1.0);
	set_normal_scale(1);
	set_rim(1.0);
	set_rim_tint(0.5);
	set_clearcoat(1);
	set_clearcoat_roughness(0.5);
	set_anisotropy(0);
	set_heightmap_scale(5.0);
	set_subsurface_scattering_strength(0);
	set_backlight(Color(0, 0, 0));
	set_transmittance_color(Color(1, 1, 1, 1));
	set_transmittance_depth(0.1);
	set_transmittance_boost(0.0);
	set_refraction(0.05);
	set_point_size(1);
	set_uv1_offset(Vector3(0, 0, 0));
	set_uv1_scale(Vector3(1, 1, 1));
	set_uv1_triplanar_blend_sharpness(1);
	set_uv2_offset(Vector3(0, 0, 0));