### 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
}
MaterialStorage *material_storage = MaterialStorage::get_singleton();
	if (global_buffer_E) {
		
		material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
	}
	if (global_texture_E) {
		
		for (const KeyValue<StringName, uint64_t> &E : used_global_textures) {
			GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
			if (v) {
				v->texture_materials.erase(self);
			}
		}
		
		material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
	}
	if (uniform_buffer) {
		glDeleteBuffers(1, &uniform_buffer);
		uniform_buffer = 0;
	}
}
void MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {