### 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
}
SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
	RID shader = get_shader_rid();
	if (st && shader.is_valid()) {
		st->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_native_shader_source_visualizer", "_inspect_shader", shader);
	}
}
RID Material::get_shader_rid() const {
	RID ret;
	GDVIRTUAL_REQUIRED_CALL(_get_shader_rid, ret);
	return ret;
}
Shader::Mode Material::get_shader_mode() const {
	Shader::Mode ret = Shader::MODE_MAX;
	GDVIRTUAL_REQUIRED_CALL(_get_shader_mode, ret);
	return ret;
}
bool Material::_can_do_next_pass() const {
	bool ret = false;
	GDVIRTUAL_CALL(_can_do_next_pass, ret);
	return ret;
}
bool Material::_can_use_render_priority() const {