### 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
}
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) {