### 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
}
u.append_id(uniform_buffer);
			uniforms.push_back(u);
		}
		const RID *textures = texture_cache.ptrw();
		for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
			const int array_size = p_texture_uniforms[i].array_size;
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
			u.binding = 1 + k;
			if (array_size > 0) {
				for (int j = 0; j < array_size; j++) {
					u.append_id(textures[k++]);
				}
			} else {
				u.append_id(textures[k++]);
			}
			uniforms.push_back(u);
		}
	}
	uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_shader_uniform_set);
	RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, MaterialStorage::_material_uniform_set_erased, &self);
	return true;
}
void MaterialStorage::MaterialData::set_as_used() {
	for (int i = 0; i < render_target_cache.size(); i++) {
		render_target_cache[i]->was_used = true;
	}
}
MaterialStorage *MaterialStorage::singleton = nullptr;
MaterialStorage *MaterialStorage::get_singleton() {