### 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
}
if (current_function == varying_function_names.vertex) {
				if (p_varying.type < TYPE_INT) {
					*r_message = vformat(RTR("Varying with '%s' data type may only be assigned in the 'fragment' function."), get_datatype_name(p_varying.type));
					return false;
				}
				p_varying.stage = ShaderNode::Varying::STAGE_VERTEX;
			} else if (current_function == varying_function_names.fragment) {
				p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT;
			}
			break;
		case ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT:
		case ShaderNode::Varying::STAGE_VERTEX:
			if (current_function == varying_function_names.fragment) {
				*r_message = RTR("Varyings which assigned in 'vertex' function may not be reassigned in 'fragment' or 'light'.");
				return false;
			}
			break;
		case ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT:
		case ShaderNode::Varying::STAGE_FRAGMENT:
			if (current_function == varying_function_names.vertex) {
				*r_message = RTR("Varyings which assigned in 'fragment' function may not be reassigned in 'vertex' or 'light'.");
				return false;
			}
			break;
		default:
			break;
	}
	return true;
}
bool ShaderLanguage::_check_node_constness(const Node *p_node) const {