### 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)

ERR_FAIL_COND(!global_shader_uniforms.variables.has(p_name));
	GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
	gv.value = p_value;
	if (gv.override.get_type() == Variant::NIL) {
		if (gv.buffer_index >= 0) {
			
			_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
			_global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
		} else {
			
			MaterialStorage *material_storage = MaterialStorage::get_singleton();
			for (const RID &E : gv.texture_materials) {
				Material *material = material_storage->get_material(E);
				ERR_CONTINUE(!material);
				material_storage->_material_queue_update(material, false, true);
			}
		}
	}
}
void MaterialStorage::global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) {