### 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)

if (_find_identifier(nullptr, false, constants, name)) {
					_set_redefinition_error(String(name));
					return ERR_PARSE_ERROR;
				}
				if (has_builtin(p_functions, name)) {
					_set_redefinition_error(String(name));
					return ERR_PARSE_ERROR;
				}
				if (is_uniform) {
					if (uniform_scope == ShaderNode::Uniform::SCOPE_GLOBAL && Engine::get_singleton()->is_editor_hint()) { 
						
						DataType gvtype = global_shader_uniform_get_type_func(name);
						if (gvtype == TYPE_MAX) {
							_set_error(vformat(RTR("Global uniform '%s' does not exist. Create it in Project Settings."), String(name)));
							return ERR_PARSE_ERROR;
						}
						if (type != gvtype) {
							_set_error(vformat(RTR("Global uniform '%s' must be of type '%s'."), String(name), get_datatype_name(gvtype)));
							return ERR_PARSE_ERROR;
						}
					}
					ShaderNode::Uniform uniform;
					uniform.type = type;
					uniform.scope = uniform_scope;
					uniform.precision = precision;
					uniform.array_size = array_size;
					uniform.group = current_uniform_group_name;
					uniform.subgroup = current_uniform_subgroup_name;
					tk = _get_token();
					if (tk.type == TK_BRACKET_OPEN) {