### 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
}
Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND_V(!material, false);
	if (material->shader && material->shader->data) {
		if (material->shader->data->is_animated()) {
			return true;
		} else if (material->next_pass.is_valid()) {
			return material_is_animated(material->next_pass);
		}
	}
	return false; 
}
bool MaterialStorage::material_casts_shadows(RID p_material) {
	Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND_V(!material, true);
	if (material->shader && material->shader->data) {
		if (material->shader->data->casts_shadows()) {
			return true;
		} else if (material->next_pass.is_valid()) {
			return material_casts_shadows(material->next_pass);
		}
	}
	return true; 
}
void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {