### 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
}
HashMap<String, String> defined_modes;
	while (tk.type != TK_EOF) {
		switch (tk.type) {
			case TK_RENDER_MODE: {
#ifdef DEBUG_ENABLED
				keyword_completion_context = CF_UNSPECIFIED;
#endif 
				while (true) {
					StringName mode;
					_get_completable_identifier(nullptr, COMPLETION_RENDER_MODE, mode);
					if (mode == StringName()) {
						_set_error(RTR("Expected an identifier for render mode."));
						return ERR_PARSE_ERROR;
					}
					const String smode = String(mode);
					if (shader->render_modes.has(mode)) {
						_set_error(vformat(RTR("Duplicated render mode: '%s'."), smode));
						return ERR_PARSE_ERROR;
					}
					bool found = false;
					if (is_shader_inc) {
						for (int i = 0; i < RenderingServer::SHADER_MAX; i++) {
							const Vector<ModeInfo> modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(i));
							for (int j = 0; j < modes.size(); j++) {
								const ModeInfo &info = modes[j];
								const String name = String(info.name);
								if (smode.begins_with(name)) {
									if (!info.options.is_empty()) {
										if (info.options.has(smode.substr(name.length() + 1))) {
											found = true;