### 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
}
} else if (tk.type == TK_PERIOD) {
#ifdef DEBUG_ENABLED
				uint32_t prev_keyword_completion_context = keyword_completion_context;
				keyword_completion_context = CF_UNSPECIFIED;
#endif
				DataType dt = expr->get_datatype();
				String st = expr->get_datatype_name();
				if (!expr->is_indexed() && expr->get_array_size() > 0) {
					completion_class = TAG_ARRAY;
					if (p_block != nullptr) {
						p_block->block_tag = SubClassTag::TAG_ARRAY;
					}
					Node *call_expression = _parse_and_reduce_expression(p_block, p_function_info);
					if (p_block != nullptr) {
						p_block->block_tag = SubClassTag::TAG_GLOBAL;
					}
					if (!call_expression) {
						return nullptr;
					}
					expr = call_expression;
					break;
				}
				StringName identifier;
				if (_get_completable_identifier(p_block, dt == TYPE_STRUCT ? COMPLETION_STRUCT : COMPLETION_INDEX, identifier)) {
					if (dt == TYPE_STRUCT) {
						completion_struct = st;
					} else {
						completion_base = dt;
					}
				}