### 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 (p_node->type == Node::NODE_TYPE_OPERATOR) {
		OperatorNode *op = static_cast<OperatorNode *>(p_node);
		if (op->op == OP_INDEX) {
			return _validate_assign(op->arguments[0], p_function_info, r_message);
		} else if (_is_operator_assign(op->op)) {
			
			return _validate_assign(op->arguments[1], p_function_info, r_message);
		} else if (op->op == OP_CALL) {
			if (r_message) {
				*r_message = RTR("Assignment to function.");
			}
			return false;
		}
	} else if (p_node->type == Node::NODE_TYPE_MEMBER) {
		MemberNode *member = static_cast<MemberNode *>(p_node);
		if (member->has_swizzling_duplicates) {
			if (r_message) {
				*r_message = RTR("Swizzling assignment contains duplicates.");
			}
			return false;
		}
		return _validate_assign(member->owner, p_function_info, r_message);
	} else if (p_node->type == Node::NODE_TYPE_VARIABLE) {
		VariableNode *var = static_cast<VariableNode *>(p_node);
		if (shader->uniforms.has(var->name)) {