### 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)

GDCLASS(ShaderGlobalsEditorInterface, Object)
	void _set_var(const StringName &p_name, const Variant &p_value, const Variant &p_prev_value) {
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->create_action(TTR("Set Shader Global Variable"));
		undo_redo->add_do_method(RS::get_singleton(), "global_shader_parameter_set", p_name, p_value);
		undo_redo->add_undo_method(RS::get_singleton(), "global_shader_parameter_set", p_name, p_prev_value);
		RS::GlobalShaderParameterType type = RS::get_singleton()->global_shader_parameter_get_type(p_name);
		Dictionary gv;
		gv["type"] = global_var_type_names[type];
		if (type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
			Ref<Resource> res = p_value;
			if (res.is_valid()) {
				gv["value"] = res->get_path();
			} else {
				gv["value"] = "";
			}
		} else {
			gv["value"] = p_value;
		}
		String path = "shader_globals/" + String(p_name);
		undo_redo->add_do_property(ProjectSettings::get_singleton(), path, gv);
		undo_redo->add_undo_property(ProjectSettings::get_singleton(), path, GLOBAL_GET(path));
		undo_redo->add_do_method(this, "_var_changed");
		undo_redo->add_undo_method(this, "_var_changed");
		block_update = true;
		undo_redo->commit_action();
		block_update = false;
	}
	void _var_changed() {