### 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)

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	if (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR) {
		
		if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
			code += ",alpha_to_coverage";
		} else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
			code += ",alpha_to_coverage_and_one";
		}
	}
	code += ";\n";
	code += "uniform vec4 albedo : source_color;\n";
	code += "uniform sampler2D texture_albedo : source_color," + texfilter_str + ";\n";
	if (grow_enabled) {
		code += "uniform float grow;\n";
	}
	if (proximity_fade_enabled) {
		code += "uniform float proximity_fade_distance;\n";
	}
	if (distance_fade != DISTANCE_FADE_DISABLED) {
		code += "uniform float distance_fade_min;\n";
		code += "uniform float distance_fade_max;\n";
	}
	if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
		code += "uniform float msdf_pixel_range;\n";
		code += "uniform float msdf_outline_size;\n";
	}