### 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)

if (global_shader_uniforms.buffer_dirty_regions[i]) {
					RD::get_singleton()->buffer_update(global_shader_uniforms.buffer, i * region_byte_size, region_byte_size, &global_shader_uniforms.buffer_values[i * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE]);
					global_shader_uniforms.buffer_dirty_regions[i] = false;
				}
			}
		}
		global_shader_uniforms.buffer_dirty_region_count = 0;
	}
	if (global_shader_uniforms.must_update_buffer_materials) {
		
		
		for (const RID &E : global_shader_uniforms.materials_using_buffer) {
			Material *material = material_storage->get_material(E);
			ERR_CONTINUE(!material); 
			material_storage->_material_queue_update(material, true, false);
		}
		global_shader_uniforms.must_update_buffer_materials = false;
	}
	if (global_shader_uniforms.must_update_texture_materials) {
		
		
		for (const RID &E : global_shader_uniforms.materials_using_texture) {
			Material *material = material_storage->get_material(E);
			ERR_CONTINUE(!material); 
			material_storage->_material_queue_update(material, false, true);
		}
		global_shader_uniforms.must_update_texture_materials = false;
	}
}
RID MaterialStorage::shader_allocate() {