### 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
}
ShaderNode::Uniform::Hint hint = u->hint;
												if (hint == ShaderNode::Uniform::HINT_DEPTH_TEXTURE || hint == ShaderNode::Uniform::HINT_SCREEN_TEXTURE || hint == ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {
													_set_error(vformat(RTR("Unable to pass a multiview texture sampler as a parameter to custom function. Consider to sample it in the main function and then pass the vector result to it."), get_uniform_hint_name(hint)));
													return nullptr;
												}
											}
											
											if (!_propagate_function_call_sampler_uniform_settings(name, i, u->filter, u->repeat)) {
												return nullptr;
											}
										} else if (p_function_info.built_ins.has(varname)) {
											
											if (!_propagate_function_call_sampler_builtin_reference(name, i, varname)) {
												return nullptr;
											}
										} else {
											
											bool found = false;
											for (int j = 0; j < base_function->arguments.size(); j++) {
												if (base_function->arguments[j].name == varname) {
													if (!base_function->arguments[j].tex_argument_connect.has(call_function->name)) {
														base_function->arguments.write[j].tex_argument_connect[call_function->name] = HashSet<int>();
													}
													base_function->arguments.write[j].tex_argument_connect[call_function->name].insert(i);
													found = true;
													break;
												}
											}
											ERR_CONTINUE(!found);
										}