### 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)

}
			return OK;
		} else if (tk.type == TK_CONST || is_token_precision(tk.type) || is_token_nonvoid_datatype(tk.type) || is_struct) {
			is_var_init = true;
			String struct_name = "";
			if (is_struct) {
				struct_name = tk.text;
#ifdef DEBUG_ENABLED
				if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_STRUCT_FLAG) && used_structs.has(struct_name)) {
					used_structs[struct_name].used = true;
				}
#endif 
			}
#ifdef DEBUG_ENABLED
			uint32_t precision_flag = CF_PRECISION_MODIFIER;
			keyword_completion_context = CF_DATATYPE;
			if (!is_token_precision(tk.type)) {
				if (!is_struct) {
					keyword_completion_context |= precision_flag;
				}
			}
#endif 
			bool is_const = false;
			if (tk.type == TK_CONST) {
				is_const = true;
				tk = _get_token();
				if (!is_struct) {
					is_struct = shader->structs.has(tk.text); 
					struct_name = tk.text;
				}