### 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)

expr = func;
				} else { 
					if (p_block == nullptr) { 
						if (is_const_decl) {
							_set_error(RTR("Expected constant expression."));
						}
						return nullptr;
					}
					const StringName &name = identifier;
					OperatorNode *func = alloc_node<OperatorNode>();
					func->op = OP_CALL;
					VariableNode *funcname = alloc_node<VariableNode>();
					funcname->name = name;
					func->arguments.push_back(funcname);
					int carg = -1;
					bool ok = _parse_function_arguments(p_block, p_function_info, func, &carg);
					
					ShaderLanguage::BlockNode *bnode = p_block;
					while (bnode) {
						if (bnode->variables.has(name)) {
							_set_error(RTR("Expected a function name."));
							return nullptr;
						}
						bnode = bnode->parent_block;
					}
					
					int function_index = -1;
					for (int i = 0; i < shader->functions.size(); i++) {
						if (shader->functions[i].name == name) {