### 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)

bool found = false;
					while (builtin_func_defs[idx].name) {
						if (builtin_func_defs[idx].tag == p_block->block_tag && builtin_func_defs[idx].name == identifier) {
							found = true;
							break;
						}
						idx++;
					}
					if (!found) {
						_set_error(vformat(RTR("Unknown identifier in expression: '%s'."), String(identifier)));
						return nullptr;
					}
				} else {
					if (!_find_identifier(p_block, false, p_function_info, identifier, &data_type, &ident_type, &is_const, &array_size, &struct_name)) {
						if (identifier == "SCREEN_TEXTURE" || identifier == "DEPTH_TEXTURE" || identifier == "NORMAL_ROUGHNESS_TEXTURE") {
							String name = String(identifier);
							String name_lower = name.to_lower();
							_set_error(vformat(RTR("%s has been removed in favor of using hint_%s with a uniform.\nTo continue with minimal code changes add 'uniform sampler2D %s : hint_%s, filter_linear_mipmap;' near the top of your shader."), name, name_lower, name, name_lower));
							return nullptr;
						}
						_set_error(vformat(RTR("Unknown identifier in expression: '%s'."), String(identifier)));
						return nullptr;
					}
					if (is_const_decl && !is_const) {
						_set_error(RTR("Expected constant expression."));
						return nullptr;
					}
					if (ident_type == IDENTIFIER_VARYING) {
						TkPos prev_pos = _get_tkpos();
						Token next_token = _get_token();