### 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
}
global_shader_uniforms.variables.clear(); 
}
RID MaterialStorage::global_shader_uniforms_get_storage_buffer() const {
	return global_shader_uniforms.buffer;
}
int32_t MaterialStorage::global_shader_parameters_instance_allocate(RID p_instance) {
	ERR_FAIL_COND_V(global_shader_uniforms.instance_buffer_pos.has(p_instance), -1);
	int32_t pos = _global_shader_uniform_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
	global_shader_uniforms.instance_buffer_pos[p_instance] = pos; 
	ERR_FAIL_COND_V_MSG(pos < 0, -1, "Too many instances using shader instance variables. Increase buffer size in Project Settings.");
	global_shader_uniforms.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES;
	return pos;
}
void MaterialStorage::global_shader_parameters_instance_free(RID p_instance) {
	ERR_FAIL_COND(!global_shader_uniforms.instance_buffer_pos.has(p_instance));
	int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];
	if (pos >= 0) {
		global_shader_uniforms.buffer_usage[pos].elements = 0;
	}
	global_shader_uniforms.instance_buffer_pos.erase(p_instance);
}
void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count) {