### 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 (shader.is_valid()) {
		const StringName *pr = remap_cache.getptr(p_name);
		if (*pr) {
			r_property = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), *pr);
			return true;
		}
	}
	return false;
}
void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
	
	
	
	if (shader.is_valid() && Engine::get_singleton()->is_editor_hint()) {
		shader->disconnect("changed", callable_mp(this, &ShaderMaterial::_shader_changed));
	}
	shader = p_shader;
	RID rid;
	if (shader.is_valid()) {
		rid = shader->get_rid();
		if (Engine::get_singleton()->is_editor_hint()) {
			shader->connect("changed", callable_mp(this, &ShaderMaterial::_shader_changed));
		}
	}
	RS::get_singleton()->material_set_shader(_get_material(), rid);
	notify_property_list_changed(); 
	emit_changed();
}
Ref<Shader> ShaderMaterial::get_shader() const {