### 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
}
RS::GlobalShaderParameterType gvtype = RS::GLOBAL_VAR_TYPE_MAX;
			for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {
				if (global_var_type_names[i] == type) {
					gvtype = RS::GlobalShaderParameterType(i);
					break;
				}
			}
			ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); 
			Variant value = d["value"];
			if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
				
				if (!p_load_textures) {
					value = RID();
					continue;
				}
				String path = value;
				Ref<Resource> resource = ResourceLoader::load(path);
				ERR_CONTINUE(resource.is_null());
				value = resource;
			}
			if (global_shader_uniforms.variables.has(name)) {
				
				global_shader_parameter_set(name, value);
			} else {
				global_shader_parameter_add(name, gvtype, value);
			}
		}
	}
}
void MaterialStorage::global_shader_parameters_clear() {