### 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
}
uv1_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
	RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, uv1_triplanar_sharpness);
}
float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const {
	return uv1_triplanar_sharpness;
}
void BaseMaterial3D::set_uv2_scale(const Vector3 &p_scale) {
	uv2_scale = p_scale;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale);
}
Vector3 BaseMaterial3D::get_uv2_scale() const {
	return uv2_scale;
}
void BaseMaterial3D::set_uv2_offset(const Vector3 &p_offset) {
	uv2_offset = p_offset;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset);
}
Vector3 BaseMaterial3D::get_uv2_offset() const {
	return uv2_offset;
}
void BaseMaterial3D::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
	
	uv2_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
	RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, uv2_triplanar_sharpness);
}
float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const {
	return uv2_triplanar_sharpness;
}
void BaseMaterial3D::set_billboard_mode(BillboardMode p_mode) {