### 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
}
if (type == TYPE_VOID || is_sampler_type(type)) {
							_set_error(vformat(RTR("A '%s' data type is not allowed here."), get_datatype_name(type)));
							return ERR_PARSE_ERROR;
						}
#ifdef DEBUG_ENABLED
						keyword_completion_context = CF_UNSPECIFIED;
#endif 
						bool first = true;
						bool fixed_array_size = false;
						int array_size = 0;
						do {
							tk = _get_token();
							if (first) {
								first = false;
								if (tk.type != TK_IDENTIFIER && tk.type != TK_BRACKET_OPEN) {
									_set_error(RTR("Expected an identifier or '['."));
									return ERR_PARSE_ERROR;
								}
								if (tk.type == TK_BRACKET_OPEN) {
									Error error = _parse_array_size(nullptr, constants, true, nullptr, &array_size, nullptr);
									if (error != OK) {
										return error;
									}
									fixed_array_size = true;
									tk = _get_token();
								}
							}
							if (tk.type != TK_IDENTIFIER) {
								_set_error(RTR("Expected an identifier."));
								return ERR_PARSE_ERROR;