### 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
}
for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
		for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
			RD::SamplerState sampler_state;
			switch (i) {
				case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
					sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
					sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
					sampler_state.max_lod = 0;
				} break;
				case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
					sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
					sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
					sampler_state.max_lod = 0;
				} break;
				case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
					sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
					sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
					if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
						sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
					} else {
						sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
					}
					sampler_state.lod_bias = p_mipmap_bias;
				} break;
				case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
					sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
					sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
					if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {