### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

_validate_feature("normal", FEATURE_NORMAL_MAPPING, p_property);
	_validate_feature("emission", FEATURE_EMISSION, p_property);
	_validate_feature("rim", FEATURE_RIM, p_property);
	_validate_feature("clearcoat", FEATURE_CLEARCOAT, p_property);
	_validate_feature("anisotropy", FEATURE_ANISOTROPY, p_property);
	_validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, p_property);
	_validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, p_property);
	_validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, p_property);
	_validate_feature("backlight", FEATURE_BACKLIGHT, p_property);
	_validate_feature("refraction", FEATURE_REFRACTION, p_property);
	_validate_feature("detail", FEATURE_DETAIL, p_property);
	if (p_property.name == "emission_intensity" && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (p_property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (p_property.name == "billboard_keep_scale" && billboard_mode == BILLBOARD_DISABLED) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
	if (p_property.name == "grow_amount" && !grow_enabled) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
	if (p_property.name == "point_size" && !flags[FLAG_USE_POINT_SIZE]) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
	if (p_property.name == "proximity_fade_distance" && !proximity_fade_enabled) {