### 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)

actions.usage_flag_pointers["BONE_INDICES"] = &uses_bones;
	actions.usage_flag_pointers["BONE_WEIGHTS"] = &uses_weights;
	actions.uniforms = &uniforms;
	Error err = MaterialStorage::get_singleton()->shaders.compiler_scene.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
	ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
	if (version.is_null()) {
		version = MaterialStorage::get_singleton()->shaders.scene_shader.version_create();
	}
	depth_draw = DepthDraw(depth_drawi);
	depth_test = DepthTest(depth_testi);
	cull_mode = Cull(cull_modei);
	blend_mode = BlendMode(blend_modei);
	alpha_antialiasing_mode = AlphaAntiAliasing(alpha_antialiasing_modei);
	vertex_input_mask = uint32_t(uses_normal);
	vertex_input_mask |= uses_tangent << 1;
	vertex_input_mask |= uses_color << 2;
	vertex_input_mask |= uses_uv << 3;
	vertex_input_mask |= uses_uv2 << 4;
	vertex_input_mask |= uses_custom0 << 5;
	vertex_input_mask |= uses_custom1 << 6;
	vertex_input_mask |= uses_custom2 << 7;
	vertex_input_mask |= uses_custom3 << 8;
	vertex_input_mask |= uses_bones << 9;
	vertex_input_mask |= uses_weights << 10;
	uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
	uses_screen_texture = gen_code.uses_screen_texture;
	uses_depth_texture = gen_code.uses_depth_texture;
	uses_normal_texture = gen_code.uses_normal_roughness_texture;
	uses_vertex_time = gen_code.uses_vertex_time;
	uses_fragment_time = gen_code.uses_fragment_time;