### 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)

String var = variable_name->get_text().strip_edges();
	if (var.is_empty() || !var.is_valid_identifier()) {
		EditorNode::get_singleton()->show_warning(TTR("Please specify a valid shader uniform identifier name."));
		return;
	}
	if (RenderingServer::get_singleton()->global_shader_parameter_get(var).get_type() != Variant::NIL) {
		EditorNode::get_singleton()->show_warning(vformat(TTR("Global shader parameter '%s' already exists'"), var));
		return;
	}
	List<String> keywords;
	ShaderLanguage::get_keyword_list(&keywords);
	if (keywords.find(var) != nullptr || var == "script") {
		EditorNode::get_singleton()->show_warning(vformat(TTR("Name '%s' is a reserved shader language keyword."), var));
		return;
	}
	EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	Variant value = create_var(RS::GlobalShaderParameterType(variable_type->get_selected()));
	undo_redo->create_action(TTR("Add Shader Global Parameter"));
	undo_redo->add_do_method(RS::get_singleton(), "global_shader_parameter_add", var, RS::GlobalShaderParameterType(variable_type->get_selected()), value);
	undo_redo->add_undo_method(RS::get_singleton(), "global_shader_parameter_remove", var);
	Dictionary gv;
	gv["type"] = global_var_type_names[variable_type->get_selected()];
	gv["value"] = value;
	undo_redo->add_do_property(ProjectSettings::get_singleton(), "shader_globals/" + var, gv);
	undo_redo->add_undo_property(ProjectSettings::get_singleton(), "shader_globals/" + var, Variant());
	undo_redo->add_do_method(this, "_changed");
	undo_redo->add_undo_method(this, "_changed");
	undo_redo->commit_action();
}
void ShaderGlobalsEditor::_variable_deleted(const String &p_variable) {