### 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
}
}
						mn->index_expression = index_expression;
					} else {
						_set_tkpos(prev_pos);
					}
				}
				expr = mn;
#ifdef DEBUG_ENABLED
				keyword_completion_context = prev_keyword_completion_context;
#endif
				
				
				
				/*} else if (tk.type==TK_BRACKET_OPEN) {
				
				//subindexing has priority over any operator
				
	*/
			} else if (tk.type == TK_BRACKET_OPEN) {
				Node *index = _parse_and_reduce_expression(p_block, p_function_info);
				if (!index) {
					return nullptr;
				}
				if (index->get_array_size() != 0 || (index->get_datatype() != TYPE_INT && index->get_datatype() != TYPE_UINT)) {
					_set_error(RTR("Only integer expressions are allowed for indexing."));
					return nullptr;
				}
				DataType member_type = TYPE_VOID;
				String member_struct_name;
				if (expr->get_array_size() > 0) {