### 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
}
completion_class = TAG_GLOBAL;
	completion_struct = StringName();
	completion_base = TYPE_VOID;
	completion_base_array = false;
	include_positions.clear();
	include_positions.push_back(FilePosition());
#ifdef DEBUG_ENABLED
	keyword_completion_context = CF_UNSPECIFIED;
	used_constants.clear();
	used_varyings.clear();
	used_uniforms.clear();
	used_functions.clear();
	used_structs.clear();
	used_local_vars.clear();
	warnings.clear();
#endif 
	error_line = 0;
	tk_line = 1;
	char_idx = 0;
	error_set = false;
	error_str = "";
	is_const_decl = false;
	while (nodes) {
		Node *n = nodes;
		nodes = nodes->next;
		memdelete(n);
	}
}
#ifdef DEBUG_ENABLED
void ShaderLanguage::_parse_used_identifier(const StringName &p_identifier, IdentifierType p_type, const StringName &p_function) {