### 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
}
actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
		actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
		actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
		actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
		actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
		actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
		actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
		actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
		actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
		actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
		actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
		actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
		actions.global_buffer_array_variable = "global_shader_uniforms";
		shaders.compiler_canvas.initialize(actions);
	}
	{
		
		
		ShaderCompiler::DefaultIdentifierActions actions;
		actions.renames["MODEL_MATRIX"] = "model_matrix";
		actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
		actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
		actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";
		actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
		actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
		actions.renames["MODELVIEW_MATRIX"] = "modelview";
		actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
		actions.renames["VERTEX"] = "vertex";
		actions.renames["NORMAL"] = "normal";
		actions.renames["TANGENT"] = "tangent";